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I wish I had known how tight and unintuitive the dodge/parry windows were before buying it, because I wouldn't have. Once I figured out that the entire combat system was built around parrying every attack I was past the refund window. I've played a few other Souls-like games before and eventually picked up the timings and beat them on normal or higher difficulties. The attack timing in E33, however, just feel awful and I can't really specify exactly to why. All I can say is, for me at least, the dodge/parry timing feels way, WAY worse than any other game I have played with this type of mechanic.
I just stopped playing right before the end of Act 1, I feel like I wasted $60, honestly. Maybe I'll pick it up again later if they add a setting that lets you tweak how forgiving the evade window is.
I think the parry/dodge window gets easier with each difficulty, expert being the one where your timing needs to be absolutely perfect (though I hear it's still hard on normal especially during Act 2 and 3).
I don't share your problems with the system, my critique is more about whether a true turn based is truly inferior or not. But I can totally see how someone that hates depending on reflexes (parries/dodges) and expecting a classic JRPG would absolutely hate this and be unable to play.
Maybe playing on story mode/easy would be ideal for you?
Also the enemy attacks don't have a consistent logic to them. Sometimes an enemy does a jump attack and it's a dodge, sometimes you have to jump yourself. It would be better if all enemy jump attacks were dodged by jumping because then you don't have to wait to see if there's a yellow icon or not.
But also the first two acts are challenging, but in the third act the game actually becomes incredibly easy. Like they give you a picto that lets you break the 9999 damage limit and get extensions on your base attack.
this is paper mario, and like in paper mario you get a bunch of different timed defensive tools, with block being far more liberal then the super-parry.
it's nothing new, it just gives a bit more for the player to do, which i'd say is a good thing
But I say this as someone who really loves parry/dodging focused games with hard enemies so it was basically made for me. Most people who complain seem to be people who don't really play those games.
They took a risk by attracting jrpg fans into this type of game but it paid off for people that are into it
thats what balance is, afterall
and 'inspired' doesn't really mean anything, what matters is simply how it plays, saying its inspired by some game doesn't mean much when its fundamentally doing the same mechanics from a well loved game from 20 years ago.
it's not the first turn based game to give the player more options, it wont be the last either.
It's not necessarily bad. I had a lot of fun with this game. But the replayability is non existent imo.
I don't have a problem with the concept, It's fine, I have a problem with the implementation. I played Mario RPG back in the day, that was actually one of the big selling points of E33 for me personally. I have also played souls-like RPGs/action games (not a ton, they aren't my thing really). In those cases the attack timing had unified rules as to how they behave so that you can learn and anticipate the windows. IMO, there is no unified rules in E33, every enemy has wildly different attack animations and timings.
I'll say again, out of any games I have ever played with this type of mechanic, E33 feels the worst, and it's not even close. And since the entire combat system is designed around it, I found the combat to be an unrewarding slog. After 13h it was no longer "this new boss will be fun", it was just "I wonder how many times I'm going to have to repeat this to get the dodge timings to avoid getting smashed every turn", which led to me actively avoiding every single optional boss.
As an aside, I actually have no issue with the attack QTEs, beyond them obscuring the visuals, I can nail them 99% without issue.
The difficulty is coming entirely from the parry mechanic, turning it to Story difficulty just trivialized the combat so much it might as well auto-resolve.