Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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HotSipOfColdTea Apr 24 @ 2:27pm
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Combat Parry QTEs are ruining the combat for me.
This game was advertised as a turn based JRPG, yet the QTE difficulty is similar to a dark souls or fighting game parry window.

And while there are other turn based rpgs that have quick time mechanics such as Super Mario RPG, or Legend of Dragoon, these both had options for mitigating skill at them and still being able to play. For example, in super mario rpg, offense and level were more important and it was easier to time consistent weapon attacks and you could change to a favorite animation if you liked. Similarly for Legend of Dragoon, you could change your attack to something easier to time if you wanted.

In Expedition 33, the defensive parries are 100 percent damage reduction and a counter attack. Its more offense, way more defense and is so strong it becomes mandatory. The tells for these windows are very small and require memorization.

And while you could turn the difficulty down so that the attacks hit for paltry amounts, this does not make the game engaging.

The game is not enjoyable from a casual perspective of being able to miss parries simply because the performance difference for hitting parries is so high, that it is usually right to go for them and you can fight enemies that one shot you for non parried attacks.

To me, the game is not enjoyable to play because the parries are inconsistent to hit for me. The game needs to either have parries be something more achievable with a bit less in the risk reward department on them or it needs a difficulty mode where there is challenge outside of hitting the parries.

Also I feel like the parry timings are very off from the animations. This is probably not something fixable but because this is such a huge element of the game it needs to be addressed.
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Showing 121-135 of 198 comments
Originally posted by /dev/NULL>skydart:
Originally posted by NewYears1978:

Too bad for you. Missing one of the best games I have ever witnessed. Just put it on Story mode and turn on auto QTE?
The auto QTE does _NOT_ work when being attacked, thus _NOT_ solving the problem. In story mode also, so this doesn't help much either. The timing window is too short for quite some people, unfortunately.

Well I don't know what to say, the game wasn't made for those people.

There's a mod on Nexus that you can adjust parry windows even more.

The parry system is what makes this fun for me.
People are leaning into this like being good at QTEs is some sort of badge of honour.
You play chess? Pff, if you're not playing Punch Chess you need to get gud
Last edited by SpeedingOffence; Apr 27 @ 5:40pm
MiMi Apr 27 @ 6:29pm 
Not really, I think the parry and dodge system is fun, it’s give you extra fun for turn based game. I really enjoying it, it’s easy when you dodge and parry if you listen to the sound, I would suggest to turn down the music a little so u can hear the sound when to do the pert parry
It's basically turn-based Sekiro :steamfacepalm:
Originally posted by MiMi:
Not really, I think the parry and dodge system is fun, it’s give you extra fun for turn based game. I really enjoying it, it’s easy when you dodge and parry if you listen to the sound, I would suggest to turn down the music a little so u can hear the sound when to do the pert parry

The amount of people repeating either that you can turn off dodge QTEs in options or suggesting to listen to sound indicators to a person who has said they have partial sound impairment is really crazy.

Which I get that there are several content creators that have videos up saying you can remove the the real time elements in the settings is too high.

If only what these reviews and content reviewers said was true and clear about the actual ability to deal with parry mechanics.
Last edited by HotSipOfColdTea; Apr 27 @ 6:56pm
It's annoying when you're timing is off but you can win almost all battles still so it isn't too much of an issue really except when I ran into the Chromatic Troubadour but once you get his pattern he isn't so bad.
Chrisma Apr 27 @ 7:07pm 
PEAK SKILL ISSUE
MiMi Apr 27 @ 10:40pm 
Originally posted by HotSipOfColdTea:
Originally posted by MiMi:
Not really, I think the parry and dodge system is fun, it’s give you extra fun for turn based game. I really enjoying it, it’s easy when you dodge and parry if you listen to the sound, I would suggest to turn down the music a little so u can hear the sound when to do the pert parry

The amount of people repeating either that you can turn off dodge QTEs in options or suggesting to listen to sound indicators to a person who has said they have partial sound impairment is really crazy.

Which I get that there are several content creators that have videos up saying you can remove the the real time elements in the settings is too high.

If only what these reviews and content reviewers said was true and clear about the actual ability to deal with parry mechanics.
It’s not the sound of the game, that’s tell you to dodge or parry, but it’s the sound of the boss, each mods or boss give different sound for the last seconds for us to do the parry or dodge, its just dodge is more forgiving than parry.
Last edited by MiMi; Apr 27 @ 10:40pm
Originally posted by MiMi:
Originally posted by HotSipOfColdTea:

The amount of people repeating either that you can turn off dodge QTEs in options or suggesting to listen to sound indicators to a person who has said they have partial sound impairment is really crazy.

Which I get that there are several content creators that have videos up saying you can remove the the real time elements in the settings is too high.

If only what these reviews and content reviewers said was true and clear about the actual ability to deal with parry mechanics.
It’s not the sound of the game, that’s tell you to dodge or parry, but it’s the sound of the boss, each mods or boss give different sound for the last seconds for us to do the parry or dodge, its just dodge is more forgiving than parry.

It may as well not exist for me.
Tozobi Apr 27 @ 11:01pm 
Originally posted by Lana Del Rey's Secret Boyfriend:
It's annoying when you're timing is off but you can win almost all battles still so it isn't too much of an issue really except when I ran into the Chromatic Troubadour but once you get his pattern he isn't so bad.

You absolutely can beat all fights. I despise QTEs, and I still beat the Chromatic Troubadour on my third attempt. The problem is, parrying and dodging makes every other option meaningless. If that gameplay is someone's cup of tea, I've no doubt it will be an awesome experience. If it is not, however, slogging through 30+ hours of what is basically DDR in turn based mode, will be extremely repetitive.
I quite liked the dodge/parry system in Rise of the Ronin, and most people hate it, particularly if they liked Nioh or Sekiro. But i found it perfectly fine for that type of game, as it is an ARPG and you can use several different stances and weapons and mix things up. But that was a different type of game, with vastly different type of gameplay. In the context of this game, it was just tedious for me.
Heh wait until you get to the Chromatic Bruler with his spinning anchor combo, that move is spicy. You better get ready OP cause if dont have it down now you gonna smash your keyboard lmfao

You are really gonna hate it when Doom the Dark Ages comes out too
Frostbeast Apr 27 @ 11:26pm 
Originally posted by RakataEpsilon:
You are really gonna hate it when Doom the Dark Ages comes out too
The block timing in Doom is so big, its like night and day compared to 33.
Well, there is already a mod out there, that improves the block time frame.
Stardust Apr 28 @ 12:17am 
As an old gamer I no longer enjoy action game- especially one that requires timing like this simply because I just suck at it (yes no skill as you youngsters like to say)- I get easily distracted by elements on the screen or my mind would wander off randomly while playing.

From gameplay footage this game reminds me of The Last Remnant (TLR) as I see a lot of similarity in the environment & combat. TLR has a timing combat system too but for crit only- and you can turn on auto so you would miss ~25% of the time (basically waste a turn doing tiny dmg). TLR was one of my top favorite game for that- I can just enjoy turnbased game and the vast rpg experience it offers.

I understand why the game was made with an action mechanic- because a lot of gamers would enjoy it over a pure turnbased system and it was proven right. I doubt this game would have the current sale record if it is turn based only. However for that exact reason there is a small community of people like me and OP along with others who can't enjoy the game.

So the question is will the dev consider addressing this issue for people like us (does it worth their time)? An auto parry/dodge system with success rate of 90%, 75% and 50% for each difficulty would be a welcome feature (and I would immediately get this game). People who like some actions can just ignore this option, why does it concern/bother you?
Last edited by Stardust; Apr 28 @ 12:21am
Originally posted by Frostbeast:
Originally posted by RakataEpsilon:
You are really gonna hate it when Doom the Dark Ages comes out too
The block timing in Doom is so big, its like night and day compared to 33.
Well, there is already a mod out there, that improves the block time frame.

It's more on the fact that OP dislikes parries as a whole, they just want a turn based system where they can easily press x to win and spam ultimates or supers. This isn't a Trails game
Milicona Apr 28 @ 12:23am 
If you want to play a Jrpg that doesn't have QTEs there are a million to choose from. Clair Obscures combat sets the game apart because it has dodge an parry mechanics. You think that a game aught to change solely because of your personal inability to do something is honestly foolish. I am struggling to hit parries and dodges as well, but considering they completely negate all damage, I say they shouldn't be easy, and aside from a few enemies that are clearly way higher level, I am not struggling to beat any enemy I have faced.
If the parrying enemies were so easy you could do it every time, then that would make every enemy you face trivial, and then where would the challenge be in the game.
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