Parry Frenzy bad
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Parry in itself is a super niche (to downright dangerous) mechanic (especially in a game with multiple sources of damage like AOE, DOTs, One-shots, etc.) but to have that then ADD another mechanic of Disengage to get the Frenzy Charge and use ANOTHER skill to finally benefit is one or two many steps. I feel Frenzy charges shouldn't be tied to Disengage or atleast let it proc from evading an attack by itself or maybe have Frenzy charges proc on a Parry or perfect parry by itself atleast. It just negates itself being an evade by wanting you to put yourself in danger before using it. We end up just using it as an evade alone and Frenzy mechanics just end up unused.
[EDIT] I realized looking at all the other Spear Skills, Parry feels very forced into the playstyle and I feel should have be its separate independent mechanic of possibly a Charge-skill that can still Parry anytime while charging but does a Stunning Swing or maybe reflects projectiles on release or any other separate buff or debuff AND/OR Increase the Area distance of the Parry hitbox because it just feels clunky or out of place when a Spear is essentially ranged at a meters distance and even more for its other skills. The shield should compensate the Spear not the other way around. I also want to add a warning of letting this short playstyle loop to be more than 1 or 2 loops of "in-and-out" attacks is gonna be sooooo bad considering this is a Multi-map traversing, clearing, looting game with multiple mobs. So tedious and so much time wasted if it takes 3 or more back and forths worth of damage for just one set if not one mob at a time. I could also rant about how uncreative most Spear skills are but maybe for another time. Last edited by Papiness_#2792 on Apr 8, 2025, 11:17:26 PM Last bumped on Apr 10, 2025, 5:19:08 AM
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I agree. It is also hard to read what is parryable and what not, especially in bossfights, it's is very risky and hard. If it is not parryable ur dead, so you have to know the encounter very well and read the attack pattern of the boss. It is also very hard to parry in general. Besides having a very small area infront of you in which it will parry, it feels like it was designed for WASD only, since you break the parry "hold shield up" action when pressing leftclick and starting to move. So my guess is that with click to move you have to kinda spam click left click to make sure to be able to move while parrying to reposition but at the same time avoiding breaking the parry. Some kind of solution I can think of would be have it not break parry "holding the shield up" when leftclicking and moving (like raise shield) or make it so that the shild is only there for granting the ability, but that once you pressed the parry skill button, you gain a buff "the next strike or projectile in X amount of seconds will be parried" with maybe the duration being able to be scaled with duration modifiers. The last one would dumb it down, but make it less clunky and easier to use. But right now in general, it is very hard to "aim" the parry since my impression is that the area is directional and very small, as also short ranged. | |
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i thought with the huntress you could go HUI HUI and throw your spear and rip everything apart or you are like more of a big minion commander and you have a big ass bear or a fast cat or what ever and you stand a little bit in the back or you are meele and you slash poke and use the shield to parry to then pierce your spear into the enemies but this whole set up of 5 6 skills to make 1 damage skill while you get ganked does not feel like you are the huntress but you are the one being hunted. i would love to play and make the build like i want and have options and find combos but this forced combo of trying to parry one attack and that one monster between those 5 gives you the frenzy charge to do something but disengange obv misses it and you are just there like WHAT NOW... its just bad
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It just seems like rushed and unfinished game design. It looks like GGG is putting too much work on too few workers and are setting too short intervals for new content. They do not have the capacity to fully develop new concepts in such short timeframes. They just give us the minimum working product and do alot of marketing ontop to blow it up. I think either we have to live with how it is, or they have to increase their team. The same pattern with all their releases. They grew too fast, cause they had good marketing. Now the marketing is too good, but the development workforce is not enough anymore.
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I tried to force parry-frenzy build, but it was extremely frustrating, as some bosses and monsters (ex. Titan or big bone boss before Act 2 main) have close to zero parriable attacks. Thus if you are investing in parry and frenzy generation from disengage, you end up zdpsing these bosses.
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" Yup. With all the visual clutter, most times its a gamble to parry and double risk not knowing if the attack wont break a threshold or kill you |
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