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I hate parrying so much.
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I hate parrying so much. I can never get the hang of it in any game. I can play twitch shooters at a decent level, I can play the most challenging platformers without any issue, my reaction time is OK for someone of my age, but give me a parry mechanic and it all falls apart. For some reason, my brain cannot handle video game parrying. I ended up downloading a mod that extends the parry window by 500% in Claire obscure. I still fucking fail at it at times. It completely ruins the game for me
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G Games shared this topic
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I hate parrying so much. I can never get the hang of it in any game. I can play twitch shooters at a decent level, I can play the most challenging platformers without any issue, my reaction time is OK for someone of my age, but give me a parry mechanic and it all falls apart. For some reason, my brain cannot handle video game parrying. I ended up downloading a mod that extends the parry window by 500% in Claire obscure. I still fucking fail at it at times. It completely ruins the game for meWhat platform and controls are you using
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What platform and controls are you usingIf you need to ask that question the mechanic is fundamentally flawed.
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I hate parrying so much. I can never get the hang of it in any game. I can play twitch shooters at a decent level, I can play the most challenging platformers without any issue, my reaction time is OK for someone of my age, but give me a parry mechanic and it all falls apart. For some reason, my brain cannot handle video game parrying. I ended up downloading a mod that extends the parry window by 500% in Claire obscure. I still fucking fail at it at times. It completely ruins the game for meA lot of attacks will make a "shoonk" sound, and you'll want to parry at the end of the sound. You can almost see it as counting to a metronome. Also see the Lusters in Flying Waters. Their attack where they dash three times has them crossing their arms, during which you'll see a flash. Press exactly at that moment. The Abbests have a magic attack, where you'll hear two rumbling sounds before the strike. Again, put it on a metronome, using the first two sounds as a guide. Try playing without music for just a bit, or keep it down a little if you struggle to hear through it. Going by sound, and paying closer attention to the attacks (and not getting frustrated) eventually made some fights go from being a struggle to even get a single move in, to being completed extremely quickly with almost no damage. Headphones also seemingly got my success rate up. Just study the attacks, and start out with basic dodging.
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The design isn't flawed, but the implementation definitely is. kB+m have huge input delay and dropped input issues (at least on gamepass PC version)
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The design isn't flawed, but the implementation definitely is. kB+m have huge input delay and dropped input issues (at least on gamepass PC version)But the point is you built a timing mechanic in a turn based RPG that is dependent on latency in a world where you are adding arbitrary amounts of latency in the display, the rendering, the controller polling and the platform itself. That's a bad fit between design and hardware. I'd argue that's always the case and modern gaming SUCKS for timing-based mechanics compared to old ride-the-scanline CRT gaming. And yet they are extremely popular and people seem to assume timing challenges are the only way to make fun mechanics.
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A lot of attacks will make a "shoonk" sound, and you'll want to parry at the end of the sound. You can almost see it as counting to a metronome. Also see the Lusters in Flying Waters. Their attack where they dash three times has them crossing their arms, during which you'll see a flash. Press exactly at that moment. The Abbests have a magic attack, where you'll hear two rumbling sounds before the strike. Again, put it on a metronome, using the first two sounds as a guide. Try playing without music for just a bit, or keep it down a little if you struggle to hear through it. Going by sound, and paying closer attention to the attacks (and not getting frustrated) eventually made some fights go from being a struggle to even get a single move in, to being completed extremely quickly with almost no damage. Headphones also seemingly got my success rate up. Just study the attacks, and start out with basic dodging.Yeah, I know about the sound. I've watched multiple videos with guides how to parry. Somehow my brain refuses to _get it_ It's a me thing, I couldn't get the hang of parrying in elden ring, and not even in botw can I do it. But put me on e.g. Interrupt duty in wow, and I won't miss a single interrupt. I could time the bonus jumping attacks in Mario rpg games without any issue. I'm not a bad gamer by any means, but for some reason I can never ever get the hang of fucking parryibg.
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But the point is you built a timing mechanic in a turn based RPG that is dependent on latency in a world where you are adding arbitrary amounts of latency in the display, the rendering, the controller polling and the platform itself. That's a bad fit between design and hardware. I'd argue that's always the case and modern gaming SUCKS for timing-based mechanics compared to old ride-the-scanline CRT gaming. And yet they are extremely popular and people seem to assume timing challenges are the only way to make fun mechanics.It's just a bug bro. There are performance mods that fix it by simply tweaking unreal settings.
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It's just a bug bro. There are performance mods that fix it by simply tweaking unreal settings.No, you were fishing for a bug to dismiss the point the guy was making, but the issue is deeper than that. I play a bunch of fighting games and I can tell you I can *feel* combos not working going from PC to PlayStation or from a DS4 to a DS5 or from my PC gaming monitor to my TV. That didn't use to be the case. Timing could be different in consoles or arcades because those were entirely different games, but if you could do a thing on one TV with one controller you could do it on any TV with any controller on that game. That's not the case anymore. And yet "react to a visual cue in something the enemy does and press the button in a small frame window" is a much, much more frequent core mechanic now than it was then.
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No, you were fishing for a bug to dismiss the point the guy was making, but the issue is deeper than that. I play a bunch of fighting games and I can tell you I can *feel* combos not working going from PC to PlayStation or from a DS4 to a DS5 or from my PC gaming monitor to my TV. That didn't use to be the case. Timing could be different in consoles or arcades because those were entirely different games, but if you could do a thing on one TV with one controller you could do it on any TV with any controller on that game. That's not the case anymore. And yet "react to a visual cue in something the enemy does and press the button in a small frame window" is a much, much more frequent core mechanic now than it was then.Don't play with shit hardware then. Everything is going to suck if you have a massive input delay built in because your tv prioritizes post processing, not everything has to cater to you