I came from Bloodborne where the parry with a gun is quite similar to the standard parry you'd expect from Dark Souls: relatively long wind-up, only certain attacks can be parried, for others you're SooL. Even though I liked the parry mechanic, as a consequence of it working on only a limited amount of attacks and pulling it off was generally hard while in the midst of a boss' very frantic moveset, I'd usually rely on dodge rolls.

FF to Sekiro and Lies of P, the parry has been replaced with a deflect that's easier to pull off since it's just a well-timed block combines with a stance bar that allowed for alternative win-cons outside getting the boss' HP to 0. Especially Sekiro's hyper focus on deflects being the name of the game, a lot more attacks can be deflected which, in previous installments, usually would not have been deflectable/parriable.

FF to Elden Ring, the classic parry is back and only a limited set of specific moves can be parried. It's certainly an option for those who like it but some enemies just outright don't accommodate for parries to be usable, so again you're SooL. The Deflecting Hardtear attempts to remedy this by including a deflect similar to Sekiro with the added caveat, unfortunately, that outside of not taking damage from attacks you'd normally be damaged by, with exceptions like builds and specific shields, you don't again anything by doing so outside having an alternative to dodging. It's a good idea but not exactly what I want from the game. What it does well, however, is that you can deflect attacks that you'd usually not be able to.

What if this system were applied to standard parries? I know you shouldn't be able to parry some kinda laserbeam or something similar. But specifically in Elden Ring where the aggressiveness of bosses and their mobility is off the charts to combat the increasing skill of players, I'd wish for more tools to be able to deal with the increased complexitt. For example by letting me parry attacks that clearly should be from a visual standpoint but can't be because FS says so.

Is this just a severe case of GitGud™ or does any of this make sense/resonate with you?

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[–] 3 points 2 days ago* (last edited 2 days ago) (3 children)

I just completed a few runs of Elden ring with a parry build, it was really fun! Forced myself to develop parry strata for Malenia and PC Radahn. The more I played with it the more parryable attacks I discovered. Most of the time if an enemy is two handing a colossal weapon, you can't parry. Otherwise there are tons of attacks that are parryable. Parrys absolutely trivialize lots of otherwise very difficult fights.

Historically, the way I like to play fs games is to like pick one strong build and use it all the way through. This doesn't really work for ER, every boss is kinda like a puzzle with different weaknesses and strengths to defend against. So you need a few different approaches in your build unless you wanna struggle like hell using a slash weapon against like Radahn. Parry is like this too, its a good tool against many enemies, absolutely trivializes others, but doesn't work well, or at all, against some others. Its just how the game is, IMO.

But there's def some sides of it I don't like. I really enjoy quick roll mechanic but the game gravitates toward heavy armor and a giant fuck off weapon. Being quick and nimble is hard, being unga bunga is easy. There's not really incentive to develop a quick and nimble play style, eventually it becomes like a challenge run. I could not defeat like Malenia or even make real progress in the dlc with a light roll character. I accept it for what it is, but it doesn't work for me. And yeah there's probably a skill issue component, but I've completed probably 10 playthroughs of Elden Ring base game, and SOTE 4 times. I've platted every game since bloodborne, and have thousands of hours logged in soulsborne series, I got as good as I am going to get.

Sekiro is one of my favorites though, mastering the parry in Sekiro made me want to try a parry build in ER. I think my favorite thing about Sekiro is if I'm struggling with a boss, the strategy isn't to find some gimmick, but to just play them straight, defect their attacks, focus on position and spacing, concentrate. It feels more honest to me. I also came from Bloodborne. Have you tried Nightreign? There is one character that is parry focused and is very fun.

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  • [–] [S] 2 points 2 days ago (2 children)

    That's a good way of putting it. Parries are one part of the whole game's arsenal - naturally they won't be fit for every fight and circumstance.

    I also had the impression that many players opted for huge armours and two-handing or power-stancing some gigantic weapons. Not really my style either, unfortunately, and the point about Malenia is soo true. The lifesteal is really strong.

    That's also the way I'd put it for Sekiro: more honest. There's absolutely some bullshit bosses but overall, most are very manageable and straightforward when it comes to their movesets.

    I haven't yet because I don't really have friends to play this with :/ I understand playing with randoms is fine but still a little discouraged? Plus I'm not sure if I'd wanna pay for it on PC

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  • [–] 2 points 2 days ago (1 child)

    That's fair, although I don't have friends who play it either. Found a discord group with an active common and pick up games from there by and large. The game is also quite good solo IMO, especially with the Executor character I mentioned. Just thought I'd bring it up because Executor checks basically all of your boxes. I actually couldn't get the hang of Sekiro until I played NR, so I feel a lot of fondness for NR since Sekiro is probably my fave FS game, and it used to frustrate the hell outta me, so getting over that hump was huge for me

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  • [–] [S] 2 points 2 days ago

    Yea I saw Executor before and thought that would likely be the only way I'll want to try NR. The thing about NR is that it's based on ER. And while I wouldn't call myself an ER hater per se, compared to other souls games and soulslikes, I'm not too fond of it. Yes, the gameplay loop is different and very condensed but the bosses are a major part of why I dislike ER compared to their other titles. And from what I've seen, the bosses in NR go super saiyan quite often

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  • [–] 15 points 3 days ago (4 children)

    Poor communication of it is absolutely frustrating, particularly how there's rarely ever a distinction in feedback between "your timing was slightly off" and "your timing was good but this cannot be parried". You shouldn't ever have to go look up whether an attack is parriable out of game, and From aren't very good at this

    Honestly I'd be fine with literally any attack being parriable with some kind of ash of war type ability. Let the standard parry be free, add versions with mana costs that can deflect normally-unparryable stuff with some magical assistance. Elden Ring sorta got there with Carian retaliation, but didn't commit hard enough in my opinion. There should have been a version for huge physical attacks, and the blasphemous claw should have been a version of this too

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  • [–] 5 points 2 days ago (1 child)

    When it comes to the Soulbornering games, Fromsoft is all in on "learn by damage." Miss a parry = take damage. Miss-time a roll = take damage. And keep taking damage until you get it right. It's the only form of feedback they seem willing to give. It is frustrating, but if they stopped doing it, would it still be an FS game?

    I mean you could fill a set of encyclopedias with a list of jank and quality of life problems in FS games, but it makes me wonder how many of those problems are a core part of what makes a Souls game a Souls game.

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  • [–] 3 points 2 days ago

    If you count Sekiro, that actually has explicit non-diegetic signals for what can't be parried (although I'm not suggesting that that model ought to be applied generally). More broadly, there is other feedback involved in parrying, it's the audio and animation. If you missed completely you just get hit. If you make the parry, you get no damage, the enemy flinches, and you get a specific sound cue. If you only slightly miss, you get less damage and a different audio cue. My issue is that if it's unparryable... You get that second audio cue again

    My suggestion would be that unparryable attacks get a third sound effect, and maybe some kind of unique animation for your character, when you get the parry timing right. That way it remains diegetic, the feedback is in line with what you get in other situations in the same games, and you still have to do the part of actually attempting and nailing a parry to get it. It's very similar to what happens when you block and get your guard broken - no damage (yet, you're almost certainly about to take some), but a unique sound and animation

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  • [–] 3 points 2 days ago (1 child)

    Definitely, I'm fine with the wind ups, I can live with the different timings for different types of parries, even... But god damned how is it annoying not to know if an attack is not meant to be parried!

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  • [–] 12 points 3 days ago (4 children)

    The Lies of P combat is my favorite, it’s like Elden ring but more fair. Specifically when it comes to deflects/parries ER feels like you need to memorize when to parry whereas in LOP it feels natural to parry attacks from a new enemy.

    Also, just want to comment on this

    I know you shouldn’t be able to parry some kinda laserbeam or something similar.

    I think you can do this in breath of the wild.

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  • [–] 12 points 3 days ago (2 children)

    I know you shouldn’t be able to parry some kinda laserbeam

    Behold, the nonsense of V.A Proxy

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  • [–] 4 points 3 days ago

    In my opinion it feels fair in BoTW because those lasers hurt if you mess it up, and it greatly damages/destroys your shield (as I recall) even when done correctly, which reduces the amount of shield surfing you get to do trying to collect the guardian's loot.

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  • [–] 2 points 2 days ago

    I dont parry in video games. Its a challenge I dont find fun or interesting. Every time I try to parry, the inconsistencies and lack of clarity just demonstrates that its a punishing mechanic that I have more fun circumventing by dodging, kiting, or staggering

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  • [–] 5 points 2 days ago (2 children)

    I enjoy Elden Ring's fuck around/find out approach and various discoverable flavors of parry. The reason being that is resulted in emergent gameplay where I don't know what the hell is going on until I find and master a different ability for myself. It preserves the novelty for a longer period of time.

    For instance, I was very late in discovering the existence of the deflecting tear phisic. One day I had just invaded a lone player and they were just deflecting my fireballs and dragon's claw with like, a thrusting sword and it was COOL! They got to farm so much aura in that moment and I suddenly had more motivation to go figure out what the hell they had drank when I arrived.

    I like those moments and the sequences of events that they trigger. It feeds my hunger for narrative and discovery, even if so far most of them have turned out to be lesser parries compared to the ole Bloodborne Blikky

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  • [–] 4 points 2 days ago (1 child)

    I played elden ring completely blind and never really played a FS game. I really liked the idea of parrying, especially bosses. I vrute forced my way through some bosses, because i assumed that's the way to do it. You can obviously parry a lot if you really want to, but in hindsight, after my second play through, i realised that i made it way harder than i had to.

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  • [–] 8 points 3 days ago

    I think I agree?

    At the end of the day parrying is a high risk/high reward mechanic and not being able to tell if you can even parry it isn't very fair.

    I don't know what would be an appropriate design change to fix this though. From definitely wanted the classic high speed sword duels out of Sekiro so they tuned the mechanics to it, whereas ER seems to be about the mobility.

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  • [–] 6 points 3 days ago (2 children)

    It does make sense. Screwing around and finding out is usually entertaining but having the game not communicate so many things and leaving players to browse through endless wikis in search for some orientation is absurd, specially taking into account those that may not be up-to-date or, more recently, AI slop sites that host complete nonsense.

    That's part of the reason why my partner stopped playing Elden Ring. Safest options were basically endless loops of a couple of hits after a dozen rolls or searching for a guide online, which left her feeling luck and cheese took all the credit for each victory.

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  • [–] 6 points 3 days ago (1 child)

    That's part of the reason why my partner stopped playing Elden Ring. Safest options were basically endless loops of a couple of hits after a dozen rolls

    I mean... I wouldn't call that cheese or luck. That's just... Soulslike gameplay. You press B/Circle for ~30 seconds and then you've earned your alloted 1-2 presses of R1. Rinse and repeat.

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  • [–] 4 points 3 days ago

    Sure, we had fun playing Dark Souls 1-3. The point is FS games would be way more fun if it took a few more lessons from fighting games like proper visual and audio cues for each type of action. Taking it further, if FS added systems on a souls game like those present in Grim Dawn for builds (and have them work coherently without sudden and unexplained exceptions) I'd poop myself all over.

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  • [–] 2 points 3 days ago (2 children)