Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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how do people have issues with parry and dodge?
i play on hard and the parry/dodge is pretty easy all you gotta do is just fight same enemy for like few turns to learn the timings and you then will always time correctly your parry/dodge im 31 myself so a boomer with outdated reflexes and this is still easy to me
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Showing 1-15 of 30 comments
ChriS Apr 30 @ 1:25am 
Some people are just not used to fast reaction games. I personally have no issues since i play too much sekiro, lies of P, black myth wukong, eldenring, etc. But totally understand why some people would. Some people are just good at some things and struggle with others.
Last edited by ChriS; Apr 30 @ 1:25am
Baron01 Apr 30 @ 1:41am 
Originally posted by ChriS:
Some people are just not used to fast reaction games. I personally have no issues since i play too much sekiro, lies of P, black myth wukong, eldenring, etc. But totally understand why some people would. Some people are just good at some things and struggle with others.
See, this is where this argument falls apart. I loved and completed Lies of P multiple NG+ run, I liked the parry system there. I completed Black Myth Wukong and enjoyed it, I finished Elden Ring and liked it. I finished The First Berserker: Khazan, that is considered a challenging game, multiple times just fine and enjoyed every minute of it.

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.
C1REX Apr 30 @ 1:57am 
Originally posted by ChriS:
Some people are just not used to fast reaction games. I personally have no issues since i play too much sekiro, lies of P, black myth wukong, eldenring, etc. But totally understand why some people would. Some people are just good at some things and struggle with others.
But you don't need fast reaction. It's not a fighting game or a competitive shooter.
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.
Last edited by C1REX; Apr 30 @ 1:58am
Ailedroc Apr 30 @ 2:00am 
I don't have the game and I will never play it, so I don't have issues with it.

Thanks for your question and concern.
Bran Apr 30 @ 2:02am 
someone people just wanna snowball through game, or just take parry as the most basic mechanik in every game and think if they beat that hard game like "souls likes" have skill
shadow82 Apr 30 @ 2:06am 
Originally posted by Baron01:
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.

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,...
I'm sure if you sit in my room, take my controller and show me how to play with those dodges and parries you will fail a lot of times. And look stupid. Bragging on Steam community about your achievements making the majority of people feel guilty they're genetical garbage is one thing. Come live sit and show - is another thing.
Richieツ Apr 30 @ 2:12am 
INPUT LATENCY
Some people aren't good at timing and tbh the game does an absolutely terrible job at teaching you the parry, the animation for it and tutorial suggest you need to time your animation to the enemy attack when in reality it's more of just parrying as the enemy is about to hit you like in a fighting game and less so like a slower parry like some souls weapons.

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.
Susurrus Apr 30 @ 2:13am 
It's not about how having an issue with dodging and parrying, The problem is that the dodging and parrying is so absurdly powerful in this game that it essentially fundamentally undermines the entire game. Every single boss is the same, there's no strategy, no thoughts, no building characters for specific bosses, everything simple gets watered down into dodge and parry spam while the only thing you think about when building out pictos and lumina is how much damage you can do.

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.
Last edited by Susurrus; Apr 30 @ 2:17am
Theo Apr 30 @ 2:14am 
It's always the same discussion in every popular game release. I remember people whining about armor core and the first helicopter boss. I played it and it was pretty normal. Some people refuse to learn how to play games. I promise you that if they spent some time playing the actual game instead of whining they would do just fine.
classic skill issue, happens in every game.
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?
Originally posted by Susurrus:
It's not about how having an issue with dodging and parrying, The problem is that the dodging and parrying is so absurdly powerful in this game that it essentially fundamentally undermines the entire game. Every single boss is the same, there's no strategy, no thoughts, no building characters for bosses, everything simple gets watered down into dodge and parry spam.

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 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.

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.
C1REX Apr 30 @ 2:19am 
Originally posted by Branded Lost:
classic skill issue, happens in every game.
no persistence, can’t handle a challenge, but god forbid they touch the easiest difficulty.
People are more likely to mod normal difficulty to be easier than to play on easy.
I roll my eyes at the irony here.
Gweihir Apr 30 @ 2:19am 
With keyboard, the timing is finicky. I am figuring out the delay some more and I can now dodge 70% of the time. I cannot use a regular controller with the hands together. I have a split one on order, maybe that will make things more precise.
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