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The game with turn-based combat is giving by far the most grief with its QTE events because the game visuals and sound design does not support precise gameplay required to perform parry or dodge in a manner the above mentioned games do.
One thing, minor one, is that the QTE for offensive actions are appearing in different spots on the screen often obscured by visual clutter of the attacks. Very easy fix would be to have those QTEs have a fixed placement somewhere at the bottom so they are not covered by attack VFX. This is just a minor issue but the game is full of these weird design choices. It is so many of them that I almost believe they were designed on purpose to make it harder to land those QTEs, dodges or parries.
It's all about timing and well telegraphed moves that have a big name on top of the screen before even happen. So timing. Maybe also rhythm for longer combos.
Sekiro is like 100x more difficult.
Thanks for your question and concern.
So much this, anyone saying otherwise just played the game through some part of Act I and called it a masterpiece based on that only without going any further (unpopular opinion - similar to what happend with BG3). The further you go, the more and more tedious the gameplay becomes, not because difficuly, but because the spectacle, camera angles, particles,...
Either way we all have different skillsets and it's frustrating for people who come into this game expecting their experience with JRPGs (decision making, team building/synergy, turn economy) to realize they need to git gud at a completely separate mechanic in order to have a good time with the game. For me personally I find myself excelling at it from years of Souls game bosses and Punch Out for animation reading and pattern recognition and of course timing from action and fighting games, it's a skillset that you wouldn't expect to carry you here but sure enough it does and imo an issue lies with people hyping this up as this big great JRPG game when it's more of a parry game that happens to be turn based.
And frankly, after so many of these games in this "style" since From Soft thrust it into popularity, the gameplay loop of being farmed by a boss over and over while you learn whatever animations they have and whenever in the animation the developers decided a button needs to be pressed is utterly boring.
Expedition 33 is particularly bad in this sense because it's just *so* unclear, in my playthrough of the game there was a massive disconnect between the animations of the player and the animations of the enemies, attacks that don't even come close to connecting in the animations, actually hit because the frame windows to perform dodges and parries are almost seemingly arbitrarily designed for certain boss fights with minimal alignment to the actual animations, which ultimately just exacerbates the trial and error crapshoot these kind of games always degrade into.
no persistence, can’t handle a challenge, but god forbid they touch the easiest difficulty.
wild how the game literally gives you a difficulty slider… like, what do you think it’s there for? decoration?
Apart from your braggy "i can parry everything that moves" part, I agree that the game lacks strategic approach. Like give a player opportunity to prepare for a fight, choose the right characters, abilities, etc. Give information about the boss: what are his strong points or weak points etc. You have to learn everything on the go, and of course eventually end up seeing how to deal max damage and dodge all possible attacks.
I roll my eyes at the irony here.