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Second thing to watch for is the special attacks. Most mobs will have a tell/tell sign they are about to use a special attack. Avoid it dont try to block it. Some have glinting red eyes, blue outline for pouncing jaguars from a distance, glowing body outline for NPCs etc.
a knockdown enemy skill, hammering your ass (bonus pts+ if 2-4 people) completely wrecks you.
also the fact of the matter you cannot roll through enemies....they will block you.
Advice I get is watch my stamina bar and your resilience bar....
Both completely full, I still get dropped into a 10 second stun lock, only to go into a bleed out when I get up.
I think devs watched one fight of Mike Tyson and were like 'yep, this guy couldn't stand on his legs after 10 seconds we should have it too, that's quite realistic"
But the problem with that is you ain't knocking down Tyson in his prime with your pepega skills, first of all you ain't even hit his head once in a million year let alone knock down for 10 seconds...
And that's what missing in this game, there is just no skill, only one strategy is to wait your self for enemy attack and block, it's not a strategy it's BS, it's just bad. We need skill based fights where we can react to it and change the outcome by reacting, now all attacks just locks in and you are like "ok thats gg...".
I have tribesmen that has class skill "Unyielding Determination" which allows me to get away from being stunned, which is game changing, but man... there is all kinds of attributes your tribesman can have and basically my tribesman has no other good attributes except this one, but since it's so hard to get that class skill i just have to run with whatever i have.
It's just annoying.
those skills block stamina drain.
But with iron gear and def mods, I'm ok with the impact of a rare surprise parry even in 50+ fights (unless it's a elite tribesmen). It's just that it feels unfair, no matter the damage. And losing control for so long is just bad design. Losing control never feels good - especially when it's often enough not your fault.
After some time I could predict enemies behaviour good enough to smell the parry ahead. Always be ready to roll-cancel your (slower) attacks in case of a parry. But nonetheless, one cant watch out for every parry, esp as 2 enemies clipping in each other are basically parry-roulette.
I have mentioned before I do think there should be some kind of very short cooldown asfter being hit that a parry should not be possible. An example I used: I use dual blades and I launch a leap attack on a flat-footed enemy. This is 3-4 hits in rapid succession. If the enemy throws up their defense at anytime during the combo it acts as a stunning parry. They should ABSOLUTELY be able to parry the first hit if they time right, but not midway through the combo.