Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Fast Apr 30 @ 8:26am
I find parrying and dodging easy BUT.....
Some animations/sounds are mismatched and need re doing.

There are some attack animations and sounds that are not even close to being frame perfect meaning you actually have to dodge/parry at times that do not match them.

This is probably why so many people struggle.

I personally use the sound to know when to dodge/parry and whilst like 70% of them are pretty good there is a good 30% that are simply out of sync.

You either have to parry/dodge inside the animation or much much before it rather than during for quite a few.

This is probably why people have hard time.
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Showing 1-12 of 12 comments
Ringlet Apr 30 @ 8:40am 
Agree. Especially, in Act.3
Ratsplat Apr 30 @ 8:46am 
I don't think every visual and audio cue is meant to line up the same way. They just simply exist for reference. You just have to learn 'do I parry the moment I see/hear x, or right after?'
Widgit Apr 30 @ 8:48am 
Take my points. This is precisely the problem. The dodge and parry window is VERY tight, which would be fine... IF the animations and sound cues were also just as tight. Story difficulty loosens up the dodge and parry windows just enough to make them feel acceptable, but then the enemies hit with wet noodles and winning no longer feels like an achievement.
After reading a lot of comments about this by the deniers, I can say that they are grinding a lot, exploring optional areas, and this makes the game a lot easier. Most people are probably following the story and they stay "underlevelled" and eventually find fights that would require them a high dodge rate.
Widgit Apr 30 @ 4:01pm 
Originally posted by radmuskai:
After reading a lot of comments about this by the deniers, I can say that they are grinding a lot, exploring optional areas, and this makes the game a lot easier. Most people are probably following the story and they stay "underlevelled" and eventually find fights that would require them a high dodge rate.
I don't think that's it. Maybe to a small degree, but from what I've seen, an enemy with a 1-shot mechanic at level 20 can still 1-shot you if you're level 30 with a better weapon and a couple better pictos.
Bran Apr 30 @ 4:14pm 
I think the mismatch is how it should be, just how dev wanna it to be
Sound is for dodge, for parry you need observe enemy attack their hand
If the parry was that, there will be not a point to dodge and game will be come super ez



Originally posted by radmuskai:
After reading a lot of comments about this by the deniers, I can say that they are grinding a lot, exploring optional areas, and this makes the game a lot easier. Most people are probably following the story and they stay "underlevelled" and eventually find fights that would require them a high dodge rate.

true i saw one guy here on steam with his screenshot battle with snake boss
1k dodge and 1hour time spent to do it, when i just go for side locations boost one my weapon to max and it take me 5min to kill it
Last edited by Bran; Apr 30 @ 4:19pm
ElChouv Apr 30 @ 4:43pm 
yeah some are misleading but I think it's on purpose, you need to learn a bit the patterns. I find it much easier than From Software games so it's no big deal.
Also it's very rewarding because counter damages can strike very hard, it makes some fight easier (when ennemies are very fast and keep attacking, each time it's an opportunity to punish them hard and gain AP poiints).
Now I play mostly relying on parrying, all my characters have lumina to gain health, gain AP and +75% parry damage
Ratsplat Apr 30 @ 4:46pm 
Grinding for levels is barely necessary. But exploration is very important. You get experience and tons of pictos by not just rushing the story. With such a large world, there is no need to ignore everything off the main path. Except for the really large bosses...
Times and sounds are not in anyway mismatched, there are specific enemies that purposely throw you off to trick you. One of which is a cavelier and if you've fought it, you know what I mean. Fire sword attack, 6 hits, first hit is a swirling 360, but it is actually, a 720 before the hit even hits in the first place. You go by visual cue, you will miss, you listen for the sound? You'll also miss, why? Because specific enemies have trial and error. The same enemy has an ice sword attack, which the first swing has no sound or visual cue, it just happens a moment after the sword is enchanted.

Don't mistake the game for animation/sound issues, when some enemies are purely reflex.
Ratsplat Apr 30 @ 4:55pm 
Originally posted by Kashra Fall:
Times and sounds are not in anyway mismatched, there are specific enemies that purposely throw you off to trick you. One of which is a cavelier and if you've fought it, you know what I mean. Fire sword attack, 6 hits, first hit is a swirling 360, but it is actually, a 720 before the hit even hits in the first place. You go by visual cue, you will miss, you listen for the sound? You'll also miss, why? Because specific enemies have trial and error. The same enemy has an ice sword attack, which the first swing has no sound or visual cue, it just happens a moment after the sword is enchanted.

Don't mistake the game for animation/sound issues, when some enemies are purely reflex.
Yeah, those caveliers took me a good while to learn until you realize that they have two attacks. One they spin clockwise, and the other they spin counterclockwise. Once you notice things like that, it becomes much easier.

Now, if you want difficult, let's talk about Clair and Obscur... I swear they both have 10 attacks each.
Originally posted by Ratsplat:
Originally posted by Kashra Fall:
Times and sounds are not in anyway mismatched, there are specific enemies that purposely throw you off to trick you. One of which is a cavelier and if you've fought it, you know what I mean. Fire sword attack, 6 hits, first hit is a swirling 360, but it is actually, a 720 before the hit even hits in the first place. You go by visual cue, you will miss, you listen for the sound? You'll also miss, why? Because specific enemies have trial and error. The same enemy has an ice sword attack, which the first swing has no sound or visual cue, it just happens a moment after the sword is enchanted.

Don't mistake the game for animation/sound issues, when some enemies are purely reflex.
Yeah, those caveliers took me a good while to learn until you realize that they have two attacks. One they spin clockwise, and the other they spin counterclockwise. Once you notice things like that, it becomes much easier.

Now, if you want difficult, let's talk about Clair and Obscur... I swear they both have 10 attacks each.

I believe Clair is the one that charges both swords, obscur is one sword, might be backwards, but that's how I did it lol.
Golgra has some confusing cues. You'd have to get beaten up by her a few times to know them...
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Date Posted: Apr 30 @ 8:26am
Posts: 12