Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Dillinger Apr 24 @ 5:46pm
2
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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Showing 31-45 of 50 comments
Ridrith Apr 24 @ 8:25pm 
Agreed. Game feels like trash without one, I'm managing it right now, but it's far less enjoyable than it would be otherwise. They've decided to add some tedious mechanic to their game and are looking to solve a problem that didn't exist.

A baffling design choice when it would have otherwise been a great turn-based RPG.
Cheeodon Apr 24 @ 8:26pm 
Originally posted by EJR:
Originally posted by Cheeodon:

Personally, I have no problem with such a mechanic being in Story (I Mean what the ♥♥♥♥♥ the point of story otherwise?) and being an optional mechanic in normal, and disabled in the harder difficulties.
This is the correct option, great middle ground for both story enjoyers and gameplay masochists.

Like, I understand this not being a thing in a game like, say, *elden ring* where the difficulty is half the point of the game, thats why it doesn't even *have* a difficulty slider.

But if your going to include a difficulty slider, and have one of those sliders be *Literal story mode, easiest form of combat*, adding options for the people doing story (And arguably normal) isn't exactly going to break the spirit of your game, since you can simply point out the true way to play is on Expert or w/e higher difficulty that *Doesnt* have the accessibility options available for it.

On an unrelated aside, it boggles my mind how people complain that TBS is boring and needs stuff like this to be successful, yet the genre has existed basically since the inception of gaming and many games come out without stuff like this and do just fine.

Heck, do people not know Chess has existed for 1500 years?

edit: Also, RIP deaf/hard of hearing people who can't make use of the audio cue that may or may not be drowned out in all the other sounds going on.
Last edited by Cheeodon; Apr 24 @ 8:35pm
Yukii Apr 24 @ 8:36pm 
Always someone to complain about a game... its a skill issue, not a technical issue or mechanical. You have to time it, that's why it is called a parry... it's not hard to do... at this point its just a skill issue
Bran Apr 24 @ 8:40pm 
only for story mode, game is how it should be, it is nice to have that QWE and not just flat stats fight is more dynamic, more life in there
Dodging and parrying Eveque was no issue. The difficulty only increases damage taken. Great boss fight. You dont need audio cues at all. Just learn the movesets
Originally posted by Dillinger:
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).
Or. You could try learning the timing. I just spawn the enemies again and try until i learn it. Use some effort.
I feel like some of the visuals for the attacks don't perfectly align with 'when' you're meant to be parrying/perfect dodging

Feels like i have to learn it by encounter/mob type and not from what i'm looking at on screen
Originally posted by sorawild:
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.

Can I point out that RPGs like Legend of Dragoon and Shadow Hearts judgement ring have an indicator of when to press the button that is not just a highly varied enemy attack animation?

I would have far less of a problem if a ring popped up with highlighted sections to indicate block windows then I do with the current mechanics which feel like I have to learn on every monster whether its before the attack hits, when the attack hits the top of the model or when it hits the core of the model.

I have far less issues with the attacking mechanics in this game where I am about 95 percent perfect on because there is a timed indicator on screen.

Whereas dodges and parrying rates make me feel the game is unplayable.
Azzlann Apr 24 @ 9:08pm 
God, get good. It took 30 seconds for kids to whine about things being too hard
Reformed Apr 24 @ 9:23pm 
Originally posted by Azzlann:
God, get good. It took 30 seconds for kids to whine about things being too hard
You're the kid here, kid.
Consider growing up maybe for a half second, when mommy and daddy let you use their iphone again
eXployt Apr 24 @ 9:24pm 
Like the huge ass enemy moving towards you with an attack?
Skill issue bro, I've beaten 4 out 5 arena bosses with maelle it took me less than 15 tries
I really hate systems like this, especially when the devs purposefully make the attack timings long as hell or awkward animation timings so it takes longer to get a feel for it.
I'm already not the best at using systems like parrying in other games due to not being the best with split second timing, but at least in those games I don't die in one to two hits in a lot of cases.
Devs, I love the idea you are going with with the story and what not, but in the future just make it a normal ass turn based rpg game please and thank you.
Really hard to enjoy the story and Shadowheart's VA in between getting one shot by bosses. Thankfully the auto save, for once, is actually pretty good so when I do die I'm normally nearby the boss and don't lose a ton of progress. That at least is a nice silver lining.
Gamble8624 Apr 24 @ 10:03pm 
Advertised as a JRPG and instead I get sekiro, like if you want QTE then just make it a bonus, not entirely reliant on ALL combat. If it's not toned down I'll just return the game, whatever.

I don't want to grind a souls game again, I'm too old and have better things to do than beat a boss on trial/error
Last edited by Gamble8624; Apr 24 @ 10:05pm
Originally posted by Gamble8624:
Advertised as a JRPG and instead I get sekiro, like if you want QTE then just make it a bonus, not entirely reliant on ALL combat. If it's not toned down I'll just return the game, whatever.

I don't want to grind a souls game again, I'm too old and have better things to do than beat a boss on trial/error

I also trusted reviewers who said you could disable QTEs....but apparently that is only on attacks not defensive dodgeing or parrying....and even the lowest difficulty has monsters that one shot you.
Last edited by HotSipOfColdTea; Apr 24 @ 10:08pm
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