Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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Need Parry Visual Queue Option
There’s no reason this game shouldn’t have an optional setting for visual queues to parry.
Without it, it comes down to game of memory, rather than reflexes.
Additionally, games are more fun without tedium.
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Showing 1-15 of 19 comments
At least SOME kind of indicator. Be it a visual, auditory, or tactile (controller vibration) indicator of when, exactly, I need to parry.
A lot of times I have no idea when I'm supposed to parry a new attack, especially when it's a particularly fast attack like the blade armed enemies in the Floating Waters.
I would have less of a problem with the parry/dodge system if it weren't your only means of defense. Although, dodging sucks in general. It's just a worse parry with marginally more forgiving timing with zero reward.
There is audio cues for each attack.
Ancalagon May 12 @ 3:39pm 
Do you need to be told when to push a button? fun part is figuring it out yourself, other than jump or gradient attacks.
Last edited by Ancalagon; May 12 @ 3:43pm
Jester (Banned) May 12 @ 3:40pm 
Originally posted by Nichronos:
At least SOME kind of indicator. Be it a visual, auditory, or tactile (controller vibration) indicator of when, exactly, I need to parry.
A lot of times I have no idea when I'm supposed to parry a new attack, especially when it's a particularly fast attack like the blade armed enemies in the Floating Waters.
I would have less of a problem with the parry/dodge system if it weren't your only means of defense. Although, dodging sucks in general. It's just a worse parry with marginally more forgiving timing with zero reward.
Get defense or health pictos. Unless you're on expert mode you should be tanking hits comfortably. In expert mode spam shield skills can't die if your enemy has to pass through 9 shields lol
Ratsplat May 12 @ 3:40pm 
Aside from this being a dead horse by now, they would never add such things to parries before adding to dodge.
you need to "git gud"
There are visual cues. You can see the opponents swing, charge or whatever they do.
Originally posted by Jester:
Originally posted by Nichronos:
At least SOME kind of indicator. Be it a visual, auditory, or tactile (controller vibration) indicator of when, exactly, I need to parry.
A lot of times I have no idea when I'm supposed to parry a new attack, especially when it's a particularly fast attack like the blade armed enemies in the Floating Waters.
I would have less of a problem with the parry/dodge system if it weren't your only means of defense. Although, dodging sucks in general. It's just a worse parry with marginally more forgiving timing with zero reward.
Get defense or health pictos. Unless you're on expert mode you should be tanking hits comfortably. In expert mode spam shield skills can't die if your enemy has to pass through 9 shields lol

Yeaaaah, doesn't work on Simon.
Every indicator has to be before, as it's a cue, but each timing from that cue is a bit different depending on which enemy you're battling. Some are quick some are slower, but always rhythmic, although, you need to be slightly before the next beat, and not on it - you have to find the groove, and swing early. Some fights, I had to turn the music off, as I think it was affecting my timing.
Meewec May 12 @ 4:45pm 
Originally posted by Nichronos:
At least SOME kind of indicator. Be it a visual, auditory, or tactile (controller vibration) indicator of when, exactly, I need to parry.
A lot of times I have no idea when I'm supposed to parry a new attack, especially when it's a particularly fast attack like the blade armed enemies in the Floating Waters.
I would have less of a problem with the parry/dodge system if it weren't your only means of defense. Although, dodging sucks in general. It's just a worse parry with marginally more forgiving timing with zero reward.
those little spiked guys gave me trouble too until someone said to watch their spikes, they glow right as they zoom.
Man complaining like the badguys are 2d illustrations rather than fully rendered 3d models that move in the same exact way every time they do the same attack. The visual cue is the nevron's movement, my guy. Find the cue and parry.
id much appreciate an option to disable the random slow-mo effect. it genuinely ♥♥♥♥♥ up my timing because im parrying anticipating a full speed move not for it to get 75% slower for the last second of the attack.

this wouldnt be an issue if it were always a thing, or never a thing. its only an issue because it feels applied randomly.
mk May 12 @ 5:23pm 
theres visual cue and an audio cue skill issue git gud
Vladgina May 12 @ 5:53pm 
Originally posted by Nichronos:
At least SOME kind of indicator. Be it a visual, auditory, or tactile (controller vibration) indicator of when, exactly, I need to parry.
A lot of times I have no idea when I'm supposed to parry a new attack,
Little bro, the indicator is the dude smacking you in the face with a massive weapon. You're going to want to parry RIGHT before that. It's really that simple!

Originally posted by Nichronos:
Although, dodging sucks in general. It's just a worse parry with marginally more forgiving timing with zero reward.
Yes, which helps you when learning new enemies. New enemy? Try dodging first to get the timing down, then switch to parrying to reap the rewards.

Originally posted by Nichronos:
I would have less of a problem with the parry/dodge system if it weren't your only means of defense.
It's not. At all. You can spec heavily into health/def and put lvl up skill points into a number of healing skills (although later on your enemies will get a lot more turns if you have no speed). You can equip a wide variety of defensive pictos/luminas that vastly increase your defenses too.
Last edited by Vladgina; May 12 @ 5:53pm
Ferrsai May 12 @ 7:49pm 
Originally posted by Nichronos:
At least SOME kind of indicator. Be it a visual, auditory, or tactile (controller vibration) indicator of when, exactly, I need to parry.
A lot of times I have no idea when I'm supposed to parry a new attack, especially when it's a particularly fast attack like the blade armed enemies in the Floating Waters.
I would have less of a problem with the parry/dodge system if it weren't your only means of defense. Although, dodging sucks in general. It's just a worse parry with marginally more forgiving timing with zero reward.

People call the sounds that happen during attacks sound cues, but only a small portion of them actually qualify for a sound cue. The rest are just noises made at the wrong time to throw you off. That's what I hate about it. It's not a fairly designed system. It's a system specifically designed to throw off the player and to be "hard" for the sake of it. It's not hard though, you can just find a solid key point in the animation and time it in your head then memorize that over a few attempts. I don't want to do that over and over every time I encounter a new enemy.

This would work if the parries and dodges were just a fun little reach check mini-game during fights, but unless you overlevel everything you are pretty much forced to engage with it and be successful at least half the time even on the easiest difficulty. The problem isn't the concept entirely, although that is also poor, it's mostly the execution. Having four different QTE inputs was also asinine with only one of those having a semi-reliable tell, that being the jump dodge. The gradient has a good opening tell, but the timing of that is just as bad as the parry once you get a bit further after unlocking those.
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