The First Berserker: Khazan

The First Berserker: Khazan

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3 Different Parries / Counters?
having to cycle between perfect block, L+Y-counter, and L+B-counter is absurd.

perfect block is barely useful, it doesn't negate damage, elemental effects, nor stamina drain; the Y-counter is too slow and its window is too narrow, it's poorly executed and is miserable to engage with; and the B-counter is so situational i forget it's even in the game. the cherry on top of all this is that these 3 parry / counter mechanics are the ONLY way to do meaningful stagger damage to the enemy's posture bar, so doing anything else that isn't fishing for parries is a waste of time and stamina.

something has to change. having 3 counter / parry mechanics is ridiculous, there should only be 2 at max, and there needs to be other ways to break an enemy's posture meter.
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Showing 1-15 of 23 comments
Brink guarding (Perfect blocking.) has an upgrade that makes it do damage, it's the very first one and it can chip away at an enemies health bar. You also get a counter move after a brink guard (All weapons get this.) that you can get a quick hit in after the guard connects.

Reflection is situational for SLOW weapons, initially. You get upgrades for it later to make it more viable over all as a permanent parry solution, but it is still risky to use.

Counter attacking is only when a specific symbol appears on the enemy and it counters them and puts them into a staggered state.

So the only one you should be using all the time, if you block at all, is brink guard.
Noop Mar 26 @ 3:12am 
Yea seems like a you issue. If you dont understand that you use parrying on everything unless there is a status effect on the weapon so the game wants you to either push through or just dodge instead, then we cant help you either.

Game mechanics are there to be a challenge, not to hold your hand and tell you what a good player you are.

I do agree though that I think the game gets a little too convoluted with having different parries on different buttons. I dont really see an advantage of that as it just adds confusing for people, especially the young folks who will play this game (cuz that is clearly the targeted audience) and new players to action games in general.
I think they could have solved that cleaner.
Sekiro says hi
Baron01 Mar 26 @ 5:06am 
I do not have issue with having 3 types of time sensitive defensive actions as such even if I think that Reflection and Counter could have been the same button. My issue is with Reflection and it is two-fold: 1. the animation of parry, even with the upgrade to make it go off faster, makes it very hard to time it right and 2. it is not clear what attacks can be parried.

Reflection having additional, quite lengthy, animation makes it much harder to get the timing right. I'm still not sure about the timing and it makes it very hard to use against fast attacks. Counter does not have any such animation and it works instantly, ie. you are using it similar to brink block.
The next issue is that Reflection description states that some normal attacks can not be parried. This is utterly insufficient as it simply leaves you without enough info. Either all normal attacks should be able to be parried or there need to be visual indicator before the attack stats that is can not be parried.
DCM | RC Mar 26 @ 5:10am 
Obviously a "you" issue. strictly speaking there are only two types. Reflection and "normal" parry is the same type but reflection yields more reward but becomes very hard to execute on certain quick moves. The Counterattack is the only other type.

Get good.
Have you played Sekiro though ? Then you're naive.
Baron01 Mar 26 @ 5:39am 
Originally posted by DCM | RC:
Obviously a "you" issue. strictly speaking there are only two types. Reflection and "normal" parry is the same type but reflection yields more reward but becomes very hard to execute on certain quick moves. The Counterattack is the only other type.

Get good.
What are you talking about? Get your facts straight at least before talking smack.

Reflection is parry. There is no "normal parry." I assume you are talking about brink block, which is nothing like parry. Brink block is a block, not a parry, and its effect is very very mild even if you upgrade it.

There are absolutely 3 types of timed defensive actions, brink block, Refection (parry) and Counter. Reflection is clear outlier out of the three as itis the only action that has specific animation that need to connect with enemy attack in order to activate it. This makes it much harder to time it right compared to brink block or Counter.
Kalaban Mar 26 @ 6:15am 
Originally posted by Baron01:
I do not have issue with having 3 types of time sensitive defensive actions as such even if I think that Reflection and Counter could have been the same button. My issue is with Reflection and it is two-fold: 1. the animation of parry, even with the upgrade to make it go off faster, makes it very hard to time it right and 2. it is not clear what attacks can be parried.

Reflection having additional, quite lengthy, animation makes it much harder to get the timing right. I'm still not sure about the timing and it makes it very hard to use against fast attacks. Counter does not have any such animation and it works instantly, ie. you are using it similar to brink block.
The next issue is that Reflection description states that some normal attacks can not be parried. This is utterly insufficient as it simply leaves you without enough info. Either all normal attacks should be able to be parried or there need to be visual indicator before the attack stats that is can not be parried.

Yh I do not understand why games that have such mechanics do not fully explain what does or does not work when using them. It's often souls games that only give brief explanations about mechanics on purpose for no apparent reason.

They also do the same thign with player stats as well. This game handles it better than most in that regard but there is still huge room for improvement. They have other QOL features nailed but then they come and do the bare minimum on other things
Originally posted by PimpSlayer:
having to cycle between perfect block, L+Y-counter, and L+B-counter is absurd.

perfect block is barely useful, it doesn't negate damage, elemental effects, nor stamina drain; the Y-counter is too slow and its window is too narrow, it's poorly executed and is miserable to engage with; and the B-counter is so situational i forget it's even in the game. the cherry on top of all this is that these 3 parry / counter mechanics are the ONLY way to do meaningful stagger damage to the enemy's posture bar, so doing anything else that isn't fishing for parries is a waste of time and stamina.

something has to change. having 3 counter / parry mechanics is ridiculous, there should only be 2 at max, and there needs to be other ways to break an enemy's posture meter.


Not sure why this post is still up. Have you even played the game? Brink guarding is obviously the bread and butter of the three that is used regularly. You can go the entire game without using the other two. Holy skill issue.
You know, doing damage also lowers their posture bar. You didn't mention it, and you claim that the counters are the only way to break stance. You can also damage them
just deal damage then stop parrying
Originally posted by Noop:
Yea seems like a you issue. If you dont understand that you use parrying on everything unless there is a status effect on the weapon so the game wants you to either push through or just dodge instead, then we cant help you either.

Game mechanics are there to be a challenge, not to hold your hand and tell you what a good player you are.

I do agree though that I think the game gets a little too convoluted with having different parries on different buttons. I dont really see an advantage of that as it just adds confusing for people, especially the young folks who will play this game (cuz that is clearly the targeted audience) and new players to action games in general.
I think they could have solved that cleaner.
But OP is right, perfect parry windows are too narrow and ain't even correspond with animation that much, I mean how do you time 0,1 window? Do I have to be an irl sniper elite to parry a boss? Absurdity incarnate.
Last edited by Brainssss; Mar 31 @ 5:27am
ele Mar 31 @ 5:29am 
Originally posted by KAgeRO_XD:
Have you played Sekiro though ? Then you're naive.

Most people haven't 'cause it's really bad.
Originally posted by Brainssss:
Originally posted by Noop:
Yea seems like a you issue. If you dont understand that you use parrying on everything unless there is a status effect on the weapon so the game wants you to either push through or just dodge instead, then we cant help you either.

Game mechanics are there to be a challenge, not to hold your hand and tell you what a good player you are.

I do agree though that I think the game gets a little too convoluted with having different parries on different buttons. I dont really see an advantage of that as it just adds confusing for people, especially the young folks who will play this game (cuz that is clearly the targeted audience) and new players to action games in general.
I think they could have solved that cleaner.
But OP is right, perfect parry windows are too narrow and ain't even correspond with animation that much, I mean how do you time 0,1 window? Do I have to be an irl sniper elite to parry a boss? Absurdity incarnate.

Oh please, next they're gonna buff parry timing and we'll have over 2 seconds to react. The parry window is not too tight. Its perfect imo. Just watch their arms, and when they start swinging, press parry. It's that simple.
Originally posted by ⚪Bubblehead⚪:
Originally posted by Brainssss:
But OP is right, perfect parry windows are too narrow and ain't even correspond with animation that much, I mean how do you time 0,1 window? Do I have to be an irl sniper elite to parry a boss? Absurdity incarnate.

Oh please, next they're gonna buff parry timing and we'll have over 2 seconds to react. The parry window is not too tight. Its perfect imo. Just watch their arms, and when they start swinging, press parry. It's that simple.
You do realize each mob/boss has it's own animation/delay before hit right? No need to explain this?
Last edited by Brainssss; Mar 31 @ 5:33am
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Date Posted: Mar 26 @ 12:53am
Posts: 23