Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Here's how to make dodge/parry easier.
Make your framerate high.
That's it.
Lower your graphics settings, upgrade your PC, do whatever you must until they fix the performance.
The final part of most attack animations in this game is super short: 2–3 frames at 60 FPS.
If you play at a lower framerate like 30–40 FPS, you'll skip half of them, making parrying impossible.
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Showing 1-15 of 16 comments
I'm playing with Unlimited Frames, VSync on, and a 144 Hz 1ms Refresh Rate Monitor and so far i'm not having this kinda issue, instead i'm having the issue that i'm getting too damn old IRL and shenanigans like this are gettin just plain hard for me. Way to make me feel old Game. :P
I just dislike how there is no build interaction to help making dodges and parries easier. There is no stat to extend the window, there is no item that helps you dodge or adds indicators, there is no interaction at all between the RPG elements and the dodge/parry mechanic with the exception of if you dodge you get more damage equipables.

The issue with this is that there is no build or items to seek out for people trying to make the dodges easier. This makes the dodge/parry mechanic completely divorced from the RPG mechanics in a way that makes it feel like it is not supposed to be together.

And if there was, think of all the helpful advice people could give to people struggling about dodges? Do this build, get this item. Etc etc...

Instead it breads toxic behavior. Get Good.

Devs should add ways for the RPG elements to tie into dodging mechanics.
Originally posted by HotSipOfColdTea:
I just dislike how there is no build interaction to help making dodges and parries easier. There is no stat to extend the window, there is no item that helps you dodge or adds indicators, there is no interaction at all between the RPG elements and the dodge/parry mechanic with the exception of if you dodge you get more damage equipables.

The issue with this is that there is no build or items to seek out for people trying to make the dodges easier. This makes the dodge/parry mechanic completely divorced from the RPG mechanics in a way that makes it feel like it is not supposed to be together.

And if there was, think of all the helpful advice people could give to people struggling about dodges? Do this build, get this item. Etc etc...

Instead it breads toxic behavior. Get Good.

Devs should add ways for the RPG elements to tie into dodging mechanics.
Now that ya mention it, that would be a welcome addition... it made life easier for slow people like me in other games that had such things, like for example, Unlockable Skills to aid in Timing Window in games like Secrets of Grindea and its Timing Window for "Perfect Shield Blocks"...
Originally posted by HotSipOfColdTea:
I just dislike how there is no build interaction to help making dodges and parries easier. There is no stat to extend the window, there is no item that helps you dodge or adds indicators, there is no interaction at all between the RPG elements and the dodge/parry mechanic with the exception of if you dodge you get more damage equipables.

The issue with this is that there is no build or items to seek out for people trying to make the dodges easier. This makes the dodge/parry mechanic completely divorced from the RPG mechanics in a way that makes it feel like it is not supposed to be together.

And if there was, think of all the helpful advice people could give to people struggling about dodges? Do this build, get this item. Etc etc...

Instead it breads toxic behavior. Get Good.

Devs should add ways for the RPG elements to tie into dodging mechanics.
Thank you and totally agree, tossed you an award.
Use the easy mod on Nexus which expands the window. Play in Story mode.



Originally posted by HotSipOfColdTea:
I just dislike how there is no build interaction to help making dodges and parries easier. There is no stat to extend the window, there is no item that helps you dodge or adds indicators, there is no interaction at all between the RPG elements and the dodge/parry mechanic with the exception of if you dodge you get more damage equipables.

The issue with this is that there is no build or items to seek out for people trying to make the dodges easier. This makes the dodge/parry mechanic completely divorced from the RPG mechanics in a way that makes it feel like it is not supposed to be together.

And if there was, think of all the helpful advice people could give to people struggling about dodges? Do this build, get this item. Etc etc...

Instead it breads toxic behavior. Get Good.

Devs should add ways for the RPG elements to tie into dodging mechanics.

While true, none make it easier. There are ones that make it not instant death if you are bad at it. I will still say there are some bosses and spots in game that REQUIRE you to parry, but almost all of them are optional.
I try to beat a game at least once before ever using any Mods... but if my effort to normal through the game at least once fails, that sounds like a total option for a Plan B. Even as is turning off Ally QTEs is making the RL Me feel old... like a Gamer Grandpa...
Last edited by Tyrax Lightning; Apr 27 @ 1:45pm
['w'] Apr 27 @ 1:46pm 
there are indicators, but if you fail and get frustrated it is very hard to learn them.

and music might even distract you a little

sometimes it's like a whirl in the air, or a slight move backwards at the end close before the enemy finally pushes forwards.

at the start I always use dodge, parry is as hard as perfect dodge, only if I can perfectly dodge I start parrying.

I'm really bad at it, still the system is okay, you can build around it, fights just take longer

that said I only played on normal difficulty

PS: I mostly failed when I was taking it easy, only when I was highly focused I finally started to have some decent streaks.
Last edited by ['w']; Apr 27 @ 1:47pm
C1REX Apr 27 @ 1:55pm 
Pro tip: default to dodge and avoid parry unless you are sure you got the timing.

That is especially the case against new enemy and bosses. And more so against long combos.

Parry is a high risk, high reward mechanics.
Same as in dark souls where parry is stronger but almost nobody use it over a simple roll. The risk is too high.
Originally posted by C1REX:
Pro tip: default to dodge and avoid parry unless you are sure you got the timing.

That is especially the case against new enemy and bosses. And more so against long combos.

Parry is a high risk, high reward mechanics.
Same as in dark souls where parry is stronger but almost nobody use it over a simple roll. The risk is too high.
Yup, this is definitely the way to go... also I prioiritied unlocking Healing Skills to use to buy more time to survive in Combat while studying the enemy attack pattern to figure them out for both that and later combats.
󠀡󠀡 Apr 27 @ 2:05pm 
I play at locked 30fps (with Lossless Scaling framegen for 60fps) and have no issue parrying on expert difficulty
Last edited by 󠀡󠀡; Apr 27 @ 2:05pm
Besides what everyone else is saying, mind your Pictos. The game doesn't explain it super well, but they each have stats associated with them, and can drastically change how tanky your characters are. Missing a dodge is less painful when it's chip damage vs when you're instagibbed.
Archie Apr 27 @ 2:23pm 
I just wanna play ♥♥♥♥♥♥♥ story mode and even there I need to pay attention to this ♥♥♥♥♥ + that ♥♥♥♥♥♥♥ square with perfect timing for attacks, is so ufcking bad, half of time I dont even see that white on ♥♥♥♥♥♥♥♥ white
I kind of feel like if you're a Souls player like me, you'll love this game, otherwise you might hate it.

Or at the least if you're a Souls fan and JRPG fan then this would be your perfect game.
Originally posted by NewYears1978:
I kind of feel like if you're a Souls player like me, you'll love this game, otherwise you might hate it.

Or at the least if you're a Souls fan and JRPG fan then this would be your perfect game.

You probably do have to enjoy souls-like combat, yeah. Not sure about JRPGs though, as the game leaves out a lot of what tends to put people off from JRPGs, such as the mandatory level grinding or the 20 hour slog before the story picks up. In many ways the strategic elements of the combat is almost closer to something like Slay The Spire, than what you'd find in most JRPGs.
Originally posted by Gabiru The Brave:
Originally posted by NewYears1978:
I kind of feel like if you're a Souls player like me, you'll love this game, otherwise you might hate it.

Or at the least if you're a Souls fan and JRPG fan then this would be your perfect game.

You probably do have to enjoy souls-like combat, yeah. Not sure about JRPGs though, as the game leaves out a lot of what tends to put people off from JRPGs, such as the mandatory level grinding or the 20 hour slog before the story picks up. In many ways the strategic elements of the combat is almost closer to something like Slay The Spire, than what you'd find in most JRPGs.

The 100 percent damage mitigation from timed parries and dodges are what makes this more souls like than JRPG to me.

I feel like its wrong to call this an JRPG simply because of the 100 percent parry nature. If you can parry 100 percent of the time.....all levels and stats and builds are completely irrelevant.
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