Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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The dodge/parade is risky...
So first of all, I want to say that I love the game very much, I was looking forward to it and I’m frankly not on it in its entirety, however there is a point that bothers me greatly is the system of dodge parade/ parade, always difficult to master and some enemies sometimes too fast, it is sometimes very difficult to find the right timing, even if you know the mechanics of the opponent. I think this system deserves to be more intuitive than it is now.
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Showing 1-9 of 9 comments
Completely agree.
it's not that fun because you're fighting weird enemies with weird animations, so to improve you focus on the audio cue and memorization.

to be fair they let you outbuild the dodge/parry system in the middle of act1, at which point you don't really have to dodge small stuff anymore, just the big stuff. unless you play on expert and then yeah you have to dodge.
Scott Apr 29 @ 7:05pm 
yeah I don't like that dodging/parrying relies on memorization. if you're gonna add a system like this I think it should be a skill-based reaction time thing that makes it clear when you're expected to react. as it is it's kinda just a crappy memory game and doesn't feel fun to engage with.
I sort of did it to myself by choosing to play on expert so I can´t complain.

but I will say I personally would have enjoyed it more if things where better telegraphed instead as the "difficulty" on expert for me has been more patience in just replaying fights until I find the timing.

The occasional curve ball wipe attack sure but a few times it has been a bit much to the point I´ve considered dropping the difficulty.
Well at least where I am now in the game it takes two turns for me to build up Lune to one shot the bosses I have left.

(edit; I will say though despite it sometimes being frustrating I really do enjoy the QTE block dodge stuff even if it could have been balanced a bit differently to be even better and I really applaud the dev team for what they have accomplished, the combat is super fun once you have learned the enemies patterns)
Last edited by It´sAllAimAssist; Apr 29 @ 7:21pm
SteveO Apr 29 @ 7:19pm 
Originally posted by Scott:
yeah I don't like that dodging/parrying relies on memorization. if you're gonna add a system like this I think it should be a skill-based reaction time thing that makes it clear when you're expected to react. as it is it's kinda just a crappy memory game and doesn't feel fun to engage with.

friendly reminder that most combat games are memory games. from blodborne to dark souls. we feel out the attack pattern and adjust. this is a turn based rpg with strategy elements and a dodge parry system.
TripSin Apr 29 @ 7:37pm 
It's not just rote memorization, though. Your skill, reaction time, and cue-reading abilities will dictate how many attacks you will be able to dodge first try and how fast you are able to learn how to parry moves as well as how consistently you can do so.
I more find it tedious after a while. One advantage of turn-based stuff is that it is relaxing. The non-stop QTEs on every attack and defense are getting old.
A lot of comments saying the same things but not really breaking down why it feels this way.

It's a fairly small enemy pool, it varies zone to zone but there's repeat enemies and the way to have some distinct combat between points A, M and Z is elemental affinity. It's a decent solution to a larger problem for a developer this size at this scale.

It starts feeling stale when the player outgrows the need to focus on this because they've figured out how to break the game with base dps through attributes and specific character builds to make them gods, then it gets shared on the interwebs because everyone wants to feel op until you are, then nothing is left but the actual narrative.

I'm personally 100% ok with this as I age because my reflexes aren't what they used to be and I do love a well told story. I don't avoid purposely hard games but I'd be lying if I said it hasn't gotten more stressful to play them in the last 10-15 years.
Originally posted by Black Hammer:
I more find it tedious after a while. One advantage of turn-based stuff is that it is relaxing. The non-stop QTEs on every attack and defense are getting old.


This is a very solid point. Everyone seems content to label this a turn based game and I'm not so sure it is. It's a bit of a chimera.
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