Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Parrying.
Not much to say. I think i am not alone, when i say that the parry windows in this game are brutal. Tiny and punishing. And that is not even the bad part. That would be a good opportunity for skill expression, if the parry timing would make sense at least 50% of the time. Parrying right before the attack hits you? Nah. Parrying when the attack animation is only half finished, or the enemies weapon is already basically splitting your skull? Hell yeah! On top of all that it is not really helpful that almost all attacks are so stupidly delayed, exaggerated and awfully telegraphed, that you have no idea when to parry or dodge in the first place. "Oh, here comes the attack. Sike, was just jumping at you for no reason. But now here it comes. Sike again! Im gonna do a random backflip and a little spin, before i actually swing my weapon at you."

I think everyone gets what i wanna say. This game, at least for most of the time, is less about actually reacting quickly and more about just memorizing an enemies attack pattern by getting hit enough times. Trial and error. And i think that is bad. Really bad.
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Showing 1-8 of 8 comments
My experience with this system has been much different than yours. I'm actually honestly quite confused why people are missing parries and dodges if they're hitting the button right before the enemy hits the character. In my experience it's been quite consistent. This makes me concerned that this game may have a problem with input lag or something if the framerate is either too low or too high.
Windfire Apr 26 @ 1:26am 
People do not understand that you are not supposed to parry everything, you have to figure out where it is better to dodge and where it is better to parry.

Dodging really react like in every other games, you should not have problem doing it.
You still avoid all dmg and with picto you can gain 1 AP, so its still a win/win situation.
Originally posted by Ladiesman217:
Not much to say. I think i am not alone, when i say that the parry windows in this game are brutal. Tiny and punishing. And that is not even the bad part. That would be a good opportunity for skill expression, if the parry timing would make sense at least 50% of the time. Parrying right before the attack hits you? Nah. Parrying when the attack animation is only half finished, or the enemies weapon is already basically splitting your skull? Hell yeah! On top of all that it is not really helpful that almost all attacks are so stupidly delayed, exaggerated and awfully telegraphed, that you have no idea when to parry or dodge in the first place. "Oh, here comes the attack. Sike, was just jumping at you for no reason. But now here it comes. Sike again! Im gonna do a random backflip and a little spin, before i actually swing my weapon at you."

I think everyone gets what i wanna say. This game, at least for most of the time, is less about actually reacting quickly and more about just memorizing an enemies attack pattern by getting hit enough times. Trial and error. And i think that is bad. Really bad.
This is actually a skill issue. The game even suggests you should dodge first to learn enemy attacks then try to parry and the dodge window is a lot more generous.
C1REX Apr 26 @ 1:44am 
It’s a double skill issue.
Parry is difficult and nobody can parry new enemies consistently. That’s normal

My question is why the hell people are getting one shotted on normal? Allergic to vitality?
Prefering 1% more damage from might or agility over 100% more HP?
The game has healing items that regenerate at bonfires and very strong healing spells.

People should focus on getting 1000HP ASAP as it’s the only stat early on that makes sense. Lvl9 weapons have horrible scaling and don’t benefit from might or agility almost at all.
Last edited by C1REX; Apr 26 @ 1:46am
Sneaky Apr 26 @ 1:59am 
The parry/dodge mechanic has nothing to do with reaction time or animations. This is Beat Saber in Final Fantasy cloak. It's all abut rhythm. Listen to the rhythm of the music and rhythm of the attack. You know the ground crystal tempo? That's the tempo of the entire fight, for all the mobs, even the boss fight. All you have to is to count at which beat is the mob attacking. Tried it on easier mobs where you don't die on first try, and once you get it, try only parry optional world boss.

Once it clicks, you will predict every single attack on every beat of every BPM, even when fighting first time.

I'm not even using skills any more, just parry :D
Last edited by Sneaky; Apr 26 @ 2:00am
olegtz Apr 26 @ 4:11am 
What I hate about it is that this game choose to do what Elden Ring did. Attacks are with long wind up that end with fast snapping attack. Some have unnatural movements that punish natural reaction.
Originally posted by Sneaky:
The parry/dodge mechanic has nothing to do with reaction time or animations. This is Beat Saber in Final Fantasy cloak. It's all abut rhythm. Listen to the rhythm of the music and rhythm of the attack.
That is cute but also isn't the case.
Ringlet Apr 26 @ 4:45am 
Originally posted by Sneaky:
The parry/dodge mechanic has nothing to do with reaction time or animations. This is Beat Saber in Final Fantasy cloak. It's all abut rhythm. Listen to the rhythm of the music and rhythm of the attack. You know the ground crystal tempo? That's the tempo of the entire fight, for all the mobs, even the boss fight. All you have to is to count at which beat is the mob attacking. Tried it on easier mobs where you don't die on first try, and once you get it, try only parry optional world boss.

Once it clicks, you will predict every single attack on every beat of every BPM, even when fighting first time.

I'm not even using skills any more, just parry :D

Yes, I've noticed some subtle audio cues as well, but wasn't sure it was a thing. Will try to observe more thorough next time.
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Date Posted: Apr 26 @ 1:17am
Posts: 8