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"Skill issue"
"It's fine, people love dark souls and sekiro"
https://imgur.com/a/AYzl30w
The demonstration is at 60 FPS. The player executes a parry 32 frames after 3 seconds. The thrust of the attack enters the player character's space 13 frames later, at which point it can be seen that the player character is clearly ducking the attack:
https://imgur.com/a/XZj603Y
Despite that, the parry does not activate. Instead the Lancelier's attack carries through, applying damage 4 frames later and then remaining in the player character's space for the duration of the attack animation as normal.
Visually, the parry looks well executed. The player character begins their animation just as the Lancelier moves in with the thrust and seemingly successfully avoids the immediate impact. The visual language of the animations does not support the perception that the parry was too early, in my opinion. When scrutinized closely, the animation shows the player character successfully exiting the space the enemy is striking (as shown in the still above), only to then receive damage some 4 frames later. It is my opinion that the damage/parry check should have been applied at the thrust of the attack, and not a second and a half later.
Correction wise, this can be addressed by increasing the parry activation window, or by adjusting the application window for damage to more properly align with the actual attack animation (though the former seems a far easier fix). Alternatively, and what should happen regardless, is that the parry/dodge window should have some sort of visual indicator (as most games provide) when it opens, to enable smooth, reactionary inputs.
A visual indicator in combination with adjustment to the parry window duration will provide a far more enjoyable experience while still enabling the thrill of reacting to fights on the fly.
While I can understand where you're coming from, I'm afraid I don't agree with your point of view.
I enjoy the real time inputs, to a degree. They remind me of Super Mario RPG (SNES, Switch) and Final Fantasy VIII (PS1, PC), among others. I just think that the window for success needs to be opened up a tad, and that the game would be well served with a visual indicator because the attack animations tend to be complex and drawn out, with numerous visual effects applied to them.
Dodge window is generous.
Parry window is tight but you just need to keep your eyes on the weapons as it gets close to your character.
The attack animations are also varied and complex because if they were the same there would be no challenge again just like with the click now buttons.
I also wouldn't call that good parry timing. You can see the first was early and the second was late.
In your example you absolutely parry too early and it's completely obvious. I can parry that enemy every single time. You're getting hung up on visually watching your own parry animation when it's the attack connecting with the character you should be focusing on.
Either way, accessibility options are fine but there's absolutely nothing wrong with the parry timing. It needs to be harder and more precise than dodging because the counterattack damage is ridiculous.
Thank you for identifying that you have an issue with comprehending what I've written and shown.
First, let me say: Nobody is going to fall asleep playing this.
With that said, there is only one attack sequence being discussed in my example. The still frame is from the video, and demonstrates that- despite the outcome- the player character was carrying out the parry animation during the initial thrust of the attack. Because of that, it is my opinion that the parry should've activated. I'll say it once more to be clear: The thrust of the attack entered the player character's space during the execution of the parry, as is clearly visually indicated by the still frame.
If you're falling asleep playing TB-RPG's, maybe that genre isn't for you and you should go play a genre more aligned with your attention span.