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If they were for timing why have readable animations in the first place?
The parry though? Haven't had much issue, although I've noticed for some reason the starting combat knife seems to break rarely when you're fighting the ravener and it won't stagger it even if you consistently hit perfect parries back to back. I only had it happen once but it almost got me killed.
Come to think of it on difficulty 3 I noticed a similar issue with the ranged Majoris warriors where the perfect block doesn't work at all, you get the gun strike, bulwark's " perfect block " shock aoe goes off, but you still take the damage and it knocks you back. I thought it was the armor break shock area thing being set off at first but I caught it MULTIPLE times last night where I had 1 armor still and it went off so I'm definitely getting the parry correct but it's still punishing me.
I have no trouble parrying any enemy with the indicator. Without it - tricky, but doable.
Make sure you aren't using BLOCK type of melee (they don't have parry).
so no, not skill issue.
If small enemy lit parry indicator. You click parry and it jumps to you to die. There is no timing, no animation dependency. You just hit parry while indicator active and that's it. Hormogaunt will literally wait for you to click parry (any difficulty)
When it comes to large enemies, parry timing and indicator are not correlated.
I think they are fine, that is how I learned the patterns. Like nid big guy with 2 swords. They do 1 attack that is for parry and then 2 more for dodge.
see how you melee weapon has one of 3 stats (Block, balance, Fencing) im not yet 100% sure how they work but what i can say is that Block seems to just block the first attack and doesnt start any animation connecting the two. i assume that fencing will turn the parry into a actual connected animation that is more responsive.
hard to test though because im a thunderhammerboy who wants big smash and as such never gets a weapon with fencing.
Also your weapon play a big part in parry. Block weapons have a very small parry window and are overall useless, balanced weapons have a bigger window but still require some timing, fencing weapons parry are extremely easy.
This is the secret to beating higher difficulty, even more if you are a Bulwark since they can use a perk that put any majoris or extremis enemy into execute mode if you do a perfect parry, even if they are at full health. When done correctly, that mean you can 1 shot any warriors or even a lictor.
But I agree that the devs testing nothing in this game, and im pretty sure they just added more hp and such fro higher difficulty without even trying to see if it was working
1) Tutorial does not explain to you that non indicated attack can be parried to begin with (you learn it hard way).
2) My example with jump out - jump in attack is just one of many. If it parry for you, despite the fact that actual attacks lands a good second after indicator fades - good for you.
i can hardly see a warrior's whip coz of that.
please allow an option to shrink their size a little bit.