Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Dillinger Apr 24 @ 5:46pm
2
Need a visual indicator for Parry/Dodge.
Please consider updating this game to include a visual indicator for when the parry/dodge window opens. It's a fairly standard quality of life (and accessibility) feature in most games that rely on reactionary inputs at this point.

Audio cues are nice, but useless to the deaf community. Further, attack animations in this game are flamboyant, drawn out, and laced with visual effects that don't clearly indicate their damage application moments, making reading them a tedious affair that requires rote memorization, rather than being a fun challenge to react to. Especially when the attacks do not seem to properly line up with their actual damage application (often times an attack seems to connect before it actually applies damage, making timing feel bad).
Last edited by Dillinger; Apr 24 @ 7:14pm
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"Git gud"
"Skill issue"
"It's fine, people love dark souls and sekiro"
Dillinger Apr 24 @ 7:01pm 
I've provided this example for how the game seems to misalign attack with actual damage application (making the parry windows feel either too short or just plain incorrect).

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.
Vert Apr 24 @ 7:09pm 
1
or maybe just make a normal turn based game without stupid gimmicky mechanics.
Originally posted by Vert:
or maybe just make a normal turn based game without stupid gimmicky mechanics.

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.
Rezzuu Apr 24 @ 7:20pm 
no, then the game is to easy sorry bud just get gud
Adding a QTE indicator for dodge/parry would completely negate what the devs were aiming for in this game. The added challenge and needed attention would be removed and people would fall asleep playing a turn based RPG.
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.
I get where you're coming from with accessibility, but you need to understand that if they gave any more cues than they already do, you'd basically go through the game without ever getting hit thereby negating any and all challenge which renders playing the game pointless.
It just takes rhythm, honestly. You can even count in your head when you figure it out on whatever enemy is giving you trouble if it makes it easier.

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.
Last edited by Tsi Aileron; Apr 24 @ 7:32pm
I agree adding a visual indicators, but only on Easy/Medium. I’m enjoying guessing attacks especially with new monsters. the game reminds me to work on my reaction time lul.
Last edited by Diijkstra; Apr 24 @ 7:36pm
Originally posted by Illuminary:
Adding a QTE indicator for dodge/parry would completely negate what the devs were aiming for in this game. The added challenge and needed attention would be removed and people would fall asleep playing a turn based RPG.
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.

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.
Yami Apr 24 @ 7:36pm 
Originally posted by Dillinger:
I've provided this example for how the game seems to misalign attack with actual damage application (making the parry windows feel either too short or just plain incorrect).

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.
that first gif he was late on the dodge
Honestly, Once the honeymoon phase is over I think this game is going to get absolutely review bombed and the QTE's are going to be a huge pain point.
Last edited by Dilapidated Potato; Apr 24 @ 7:37pm
sorawild Apr 24 @ 7:39pm 
Originally posted by Vert:
or maybe just make a normal turn based game without stupid gimmicky mechanics.
I mean theres plenty of Turn-Based JRPG's that implement real time mechanics. The devs directly stated the Shadow Hearts series was a direct inspiration, and the "Judgement Ring" was a core part of that series identity. Shadow Hearts 2 is considered one of the best JRPGs ever made.
Yami Apr 24 @ 7:40pm 
Originally posted by Dilapidated Potato:
Honestly, Once the honeymoon phase is over I think this game is going to get absolutely review bombed and the QTE's are going to be a huge pain point.
i mean the whole combat system is based offen them. unless you just play on story
Cheeodon Apr 24 @ 7:49pm 
Originally posted by Illuminary:
The added challenge and needed attention would be removed and people would fall asleep playing a turn based RPG.


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.
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