Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

Statistiken ansehen:
Parry and Dodge TIPS
Parry in this game works as it should and I don't know why some people are saying it's hard. Just a tip: You need to parry just a few frames before getting hit, there is no sound help like most games, but instead you just need to focus on the enemy and when he is about to hit you, it's time to parry or perfect dodge, as soon as you get the timing it's very easy.

I understand some people were not expecting this, but the game feels great as it is and would be a shame if they nerf or boost the parry system. Maybe an option to disable for those who don't want or can't learn the pattern.

About dodge: It's slightly easier than parry, but I think it should be even easier than it is. It will help people who complain about the parry timing and also give a reason for us to use dodge. As of now, 8 hours in, I didn't see any reason to dodge instead of parrying unless you don't want to hit the enemy and lose Gustave's mark.

Also, I need to test it more, but from my experience, when the enemy hits multiple times you only need to parry the LAST hit to get the parry counter.
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HotSipOfColdTea 24. Apr. um 23:55 
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The issue is that parrying stops all damage, and gives you counter attacks....instead of what happens in other RPGs where it add a bit of damage or partially mitigates attacks.

If you can get your parry rate to 80 percent or higher....the system will feel amazing.

However, the game feels unplayable with a 5-10 percent parry rate.

This is why I am asking for indicators similar to the attack indicators be added for defensive parries. They can be optional, but I think that would go a long way to helping the average parry rate go up without changing the feel for the people who can already get 80 percent plus parry rates.
You just have to get a feel for every attack and enemy as they come. Find some part of the animation or sound that is most discernable to you, and know to parry the moment it happens. Like one attack makes a very distinct sound, so I know to parry about half a second after. Another, particles puff out right when I need to hit parry. Once you choose whichever cue works best for you, things should go much more smoothly.
Ursprünglich geschrieben von HotSipOfColdTea:
The issue is that parrying stops all damage, and gives you counter attacks....instead of what happens in other RPGs where it add a bit of damage or partially mitigates attacks.

If you can get your parry rate to 80 percent or higher....the system will feel amazing.

However, the game feels unplayable with a 5-10 percent parry rate.

This is why I am asking for indicators similar to the attack indicators be added for defensive parries. They can be optional, but I think that would go a long way to helping the average parry rate go up without changing the feel for the people who can already get 80 percent plus parry rates.
I just posted, but to add to this, use the enemies as the cue (though you'll have to learn multiples for every enemy). Instead of a circle popping up saying PARRY, you instead parry the moment you see an enemy cannon turning red.
Ursprünglich geschrieben von Ratsplat:
You just have to get a feel for every attack and enemy as they come. Find some part of the animation or sound that is most discernable to you, and know to parry the moment it happens. Like one attack makes a very distinct sound, so I know to parry about half a second after. Another, particles puff out right when I need to hit parry. Once you choose whichever cue works best for you, things should go much more smoothly.

I am partially audio impaired. So audio is not really an option for me.

The visual mechanics seem to stutter and the feinting combined with camera angles means it feels very off. So again, I have about a 5 percent parry rate.

Lets say I could put time in and increase my parry rate to 10 percent. Do you think the game would be fun?

Do you think you could beat the game on expedition difficulty with a 10 percent parry rate?
Question, does the parry window is when the attacks does the damage, or before? since gustave is doing a sword swing i wonder if you have to hit the trigger a tad earlier or not
Ursprünglich geschrieben von HotSipOfColdTea:
The issue is that parrying stops all damage, and gives you counter attacks....instead of what happens in other RPGs where it add a bit of damage or partially mitigates attacks.

If you can get your parry rate to 80 percent or higher....the system will feel amazing.

However, the game feels unplayable with a 5-10 percent parry rate.

This is why I am asking for indicators similar to the attack indicators be added for defensive parries. They can be optional, but I think that would go a long way to helping the average parry rate go up without changing the feel for the people who can already get 80 percent plus parry rates.
Optional toggles are always welcome if they don't change what is working. I don't know how far you are in the game but after you find Maelle you will basically unlock a shop that you can train your characters, try doing my tip of waiting right before the attack hits you and you will easily get the parry timing. Sorry, I know this will sound arrogant but I would say my parry rate is near 90% so I think it's more about getting used to it than it been hard imo

I hope the shop training helps you.
Ursprünglich geschrieben von Ratsplat:
You just have to get a feel for every attack and enemy as they come. Find some part of the animation or sound that is most discernable to you, and know to parry the moment it happens. Like one attack makes a very distinct sound, so I know to parry about half a second after. Another, particles puff out right when I need to hit parry. Once you choose whichever cue works best for you, things should go much more smoothly.
I know, I'm having no problems with the parry. I'm actually surprised people are finding it hard to do it, so I'm trying to help them with what has been working for me to rarely miss a parry.
Ursprünglich geschrieben von Loegar:
Question, does the parry window is when the attacks does the damage, or before? since gustave is doing a sword swing i wonder if you have to hit the trigger a tad earlier or not
The parry is right before the enemy hits you. For example, imagine that Gustave has a green hit box around his body, when the enemy is about to hit this green hit box, it's when you press R1/RB.
Ursprünglich geschrieben von ㉑ Matt:
Ursprünglich geschrieben von Ratsplat:
You just have to get a feel for every attack and enemy as they come. Find some part of the animation or sound that is most discernable to you, and know to parry the moment it happens. Like one attack makes a very distinct sound, so I know to parry about half a second after. Another, particles puff out right when I need to hit parry. Once you choose whichever cue works best for you, things should go much more smoothly.
I know, I'm having no problems with the parry. I'm actually surprised people are finding it hard to do it, so I'm trying to help them with what has been working for me to rarely miss a parry.
I technically had issues early on since new game and all. But getting used to the system after a couple hours, AND boosting my framerate all helped immensely. Still, the game is the most difficult when you meet new enemies since every attack is a complete surprise. Even so, there are some bosses I should not be defeating on first try.
Ursprünglich geschrieben von ㉑ Matt:
Ursprünglich geschrieben von HotSipOfColdTea:
The issue is that parrying stops all damage, and gives you counter attacks....instead of what happens in other RPGs where it add a bit of damage or partially mitigates attacks.

If you can get your parry rate to 80 percent or higher....the system will feel amazing.

However, the game feels unplayable with a 5-10 percent parry rate.

This is why I am asking for indicators similar to the attack indicators be added for defensive parries. They can be optional, but I think that would go a long way to helping the average parry rate go up without changing the feel for the people who can already get 80 percent plus parry rates.
Optional toggles are always welcome if they don't change what is working. I don't know how far you are in the game but after you find Maelle you will basically unlock a shop that you can train your characters, try doing my tip of waiting right before the attack hits you and you will easily get the parry timing. Sorry, I know this will sound arrogant but I would say my parry rate is near 90% so I think it's more about getting used to it than it been hard imo

I hope the shop training helps you.


I put the game down when I encountered a monster that one shot me even when I reduced the difficulty to the easiest level.

I just do not have the desire to put the time in that it would take to get me to a parry rate where it would be fun to progress.

I think there needs to be a mechanical change, optional would be best, so that people like me can try and get a parry rate that makes sense for the numbers the game throws at you.

I think the game would be massively fun if I could parry 80 percent or closer to your apparent 90 percent parry rates, but I cannot.

I know indicators like they have on the attacks would help because I get around 90 percent on those and those seem properly balanced. I just wish the defensive parries had similar indicators to the attack QTEs.
Zuletzt bearbeitet von HotSipOfColdTea; 25. Apr. um 21:59
Ursprünglich geschrieben von ㉑ Matt:
I'm actually surprised people are finding it hard to do it
Because this game was always going to draw *a lot* of the pure Turnbased JRPG crowd who have never engaged with a system that relies so aggressively on these fast reflexes before =(

Even in other games that use a similar system it's never this 'All or nothing' and at most we are maybe preventing a percentage of more incoming damage.

This is incredibly unforgiving for those of us who don't play fast-paced action games.

Ursprünglich geschrieben von ㉑ Matt:
I don't know how far you are in the game but after you find Maelle you will basically unlock a shop that you can train your characters,
Interesting, maybe I'll have to push a little further and see what this entails; I'd love a Pictos or something that makes these easier... :/
Zuletzt bearbeitet von Stoibs; 25. Apr. um 0:11
Ursprünglich geschrieben von Ratsplat:
Ursprünglich geschrieben von ㉑ Matt:
I know, I'm having no problems with the parry. I'm actually surprised people are finding it hard to do it, so I'm trying to help them with what has been working for me to rarely miss a parry.
I technically had issues early on since new game and all. But getting used to the system after a couple hours, AND boosting my framerate all helped immensely. Still, the game is the most difficult when you meet new enemies since every attack is a complete surprise. Even so, there are some bosses I should not be defeating on first try.
Glad you could get used to the parry too! It feels so good right? Game has been a huge surprise, I hope it wins some awards later this year.
The main story bosses have all been pretty easy so far, especially the one that gets mad at you for touching the flower, I defeated him parrying and dodging all attacks on first try. For now the hardest boss after the early game green boss, it's one optional boss that uses a trumpet. That one was a good challenge, did you defeat him?
Ursprünglich geschrieben von Stoibs:
Ursprünglich geschrieben von ㉑ Matt:
I'm actually surprised people are finding it hard to do it
Because this game was always going to draw *a lot* of the pure Turnbased JRPG crowd who have never engaged with a system that relies so aggressively on these fast reflexes before =(

Even in other games that use a similar system it's never this 'All or nothing' and at most we are maybe preventing a percentage of more incoming damage.

This is incredibly unforgiving for those of us who don't play fast-paced action games.

Ursprünglich geschrieben von ㉑ Matt:
I don't know how far you are in the game but after you find Maelle you will basically unlock a shop that you can train your characters,
Interesting, maybe I'll have to push a little further and see what this entails; I'd love a Pictos or something that makes these easier... :/
I know this can be a bummer if you are not having fun, but the game is definitely worth of giving a chance for you to get used to their parry system. It doesn't take too long to find Maelle and the shop, you should definitely push a little further and try the shop.
Ursprünglich geschrieben von HotSipOfColdTea:
Ursprünglich geschrieben von ㉑ Matt:
Optional toggles are always welcome if they don't change what is working. I don't know how far you are in the game but after you find Maelle you will basically unlock a shop that you can train your characters, try doing my tip of waiting right before the attack hits you and you will easily get the parry timing. Sorry, I know this will sound arrogant but I would say my parry rate is near 90% so I think it's more about getting used to it than it been hard imo

I hope the shop training helps you.


I put the game down when I encountered a monster that one shot me even when I reduced the difficulty to the easiest level.

I just do not have the desire to put the time in that it would take to get me to a parry rate where it would be fun to progress.

I think there needs to be a mechanical change, optional would be best, so that people like me can try and get a parry rate that makes sense for the numbers the game throws at you.

I think the game would be massively fun if I could parry 80 percent or closer to your apparent 90 percent parry rates, but I cannot.

I know indicators like they have on the attacks would help because I get around 90 percent on those and those seem properly balanced. I just with the defensive parries had similar indicators to the attack QTEs.
What enemy was that? The only enemies that can one shot you are optional bosses. You can always skip them and go back after you get used to parry timing.
Yep, defeated the trumpet. Actually pretty easy once you figure the parry timings since his fight has no special actions or evolutions. I have so far defeated everything up to the boss with cannons on its shield (which I did first try, Maelle last one standing, perfect parry for about 4-5 turns in a row otherwise I'd be dead.)
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