Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

View Stats:
Needs an optionfor a clear cue for defensive QTEs
Sound cues are too subtle for some enemies, some enemy attacks you cannot see because your character is in the way forcing a hit (like the enemies in O.L.) and I noticed a certain boss fight has inconsistent visual and audio cues, the second of which capitalizes on this by suddenly adding surprise attacks BEFORE the main attack you were just conditioned to respond to. A simple option to add a visual or clear and consistent audio cue would be great. This is literally the only bad part of the game. We have a visual cue for jump attacks, why not the rest? Especially when certain animations are designed to make it impossible to figure out the timing (looking at you R. in O.L.).
< >
Showing 1-5 of 5 comments
Some enemies are meant to be challenging. You just have to feel it out. Dodging gives you a decent window if you are having trouble with parrying.
... May 3 @ 6:20am 
I'm hoping they just put an option in to mitigate the defensive options. just remove the option and assign scaled mitigation avoidance or something. an option to change pretty much anything in place of what is there now.
Originally posted by ...:
I'm hoping they just put an option in to mitigate the defensive options. just remove the option and assign scaled mitigation avoidance or something. an option to change pretty much anything in place of what is there now.
That would make the game completely different. They are doing that. Just gotta


GIT GUD
Last edited by wildcardbitches; May 3 @ 6:32am
Originally posted by wildcardbitches:
Originally posted by ...:
I'm hoping they just put an option in to mitigate the defensive options. just remove the option and assign scaled mitigation avoidance or something. an option to change pretty much anything in place of what is there now.
That would make the game completely different. They are doing that. Just gotta


GIT GUD
It would not change the game at all to add a visual indicator. They already do it for jump and gradient attacks. The issue as I said isn't player timing, it's unreadable attacks and inconsistent cues. If you make it past the first half of the game you'll see exactly what I'm talking about.
Originally posted by InstinctGremlin:
Originally posted by wildcardbitches:
That would make the game completely different. They are doing that. Just gotta


GIT GUD
It would not change the game at all to add a visual indicator. They already do it for jump and gradient attacks. The issue as I said isn't player timing, it's unreadable attacks and inconsistent cues. If you make it past the first half of the game you'll see exactly what I'm talking about.
Have beaten the game multiple times and you're simply incorrect. Every attack has a clear audio or visual cue.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: May 3 @ 5:55am
Posts: 5