Parry thoughts

Hi,

Parry has been a bit of a meme so far, but has anyone played it and what's your experience with it?

I've tried Parry in every league so far and did a lot of testing this league and it feels so much better going through the campaign in 0.4 than in 0.2 and at least possible to progress in Maps now.

The monsters have slowed down a lot and their damage feels more manageable. Most bosses hit you quite frequently so you're able to do your damage, but some bosses like Interludes 2 boss who just teleport for big attacks non stop is kinda the nemesis of the build and you need to be really patient to get damage on.

Going through the campaign if you stand in Whirlhing Slash and have Crit Immunity while parrying you really don't take much damage except from Slams. Sprinting helped a lot with being more mobile.

Trying to Parry in Maps don't feel as good, but you can feel surprisingly tanky in a Whirling Slash in the middle of an abyss at times. Hopefully there'a an improvement in 0.5 on Evasion\Deflect and Life. Less density early in maps helped a lot to get started.


I've done some testing in T16 and Arbiter that didn't end well. I wanted to test Spears of Solaris with Parry Fangs of Frost since it now works, but in 0.4 I would focus more on Cold and Lightning skills and going energy shield.

https://www.youtube.com/watch?v=CyTdOMmAPNA

POB after a bit of tinkering https://pobb.in/fwlb8lt2vJlR


Also found a a bit of a bug with Parry on Mouse and Keyboard where I can't hold Parry and move like on controller or WASD. If I hold Parry and left click it runs only instead of parrying and moving.

You can't assign Parry to a specific weapon set if you're using the Buckler on both Weapon sets and to save points you ideally always want to Parry with the same weapon set. So far I use a Shield in Weapon set 2, but looking for a better solution.

Thoughts?
Last bumped on May 24, 2026, 9:34:30 AM
If they could somehow increase the parrying window to accommodate for latency that would help massively, the challenge is how to do that but not make it exploitable.
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Anal_Rek#2753 wrote:
If they could somehow increase the parrying window to accommodate for latency that would help massively, the challenge is how to do that but not make it exploitable.


What parrying window? It`s not dark souls.
I tried parry recently, and unfortunately, it's still not very good. I think the big issue is that it comes with two big drawbacks, that just makes it not competitive against other strategies.

The first issue is the stun bar. Parry is supposed to be a defensive mechanism, but it can make you far more vulnerable than not parrying.

The second issue is that while you are holding parry and waiting for the enemy to strike, you could have been striking them, instead. Sometimes this is a short window, and it doesn't matter too much. But other times, you're just standing there, feeling like a dummy.

Because of these two issues, even with the Area of Effect buff, it just doesn't feel worthwhile.
I agree that it requires too much investment in stun threshold to be used reliably.

I think another thing that could help is bake crit immunity while parrying into parry and replace that node with something like parrying inflicts (Permanant?) crit weakness.

Some other things I would look at is increase base parry range, probably add something versus projectiles and wind dancer feels weird with parry sometimes it feels like they are triggering the wind dancer instead of parry.

Can we make other melee skills work with parry? I haven't really been able to make anything else than twisters for bosses. There's a weird delay between parries like I can't parry 2 quick attacks.

Unique Bucklers have interesting stats like crit weakness, block chance against proj and parry applying freeze, but these things should be available in other ways(On the tree?) and the unique bucklers be made more impactful. People use a sceptres even without a companions. Any way to make Bucklers work with companions?
Last edited by kammalleri#1397 on May 11, 2026, 12:33:03 AM
Parry should be situational and high impact, something that rewards skilled players only

They should have done like in Nioh, it being a burst counter for the Red Flash heavy attacks, if you time well, you win, if you don't, you loose, a proper skill check


It should have never been a HOLD and AOE type shit, it's the worst implementation of Parry in a video game, they should rework this before 1.0



Last edited by ryuukk33#4998 on May 11, 2026, 3:54:14 AM
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ryuukk33#4998 wrote:
Parry should be situational and high impact, something that rewards skilled players only

They should have done like in Nioh, it being a burst counter for the Red Flash heavy attacks, if you time well, you win, if you don't, you loose, a proper skill check


It should have never been a HOLD and AOE type shit, it's the worst implementation of Parry in a video game, they should rework this before 1.0





Exactly, parry is a joke by all accounts. You can't even call it a parry.

But I don't think they will rework it by the looks of it. If anything, they should probably remove it entirely along with active block and perfect timing skills and whatnot.

It looks like they chose a path of no return.. the screen-clear one button/afk boss melting before HP bar even shows up type of path.

There's just so, so much stuff they keep adding that bloats things more in that direction in such a way that even if they really wanted to change course, I find it very hard to see a possible way to do it even.

Really really sad state of affairs.
"Sigh"
Last edited by IonSugeRau1#1069 on May 11, 2026, 4:43:31 AM
I recently leveled a Bleed Amazon to help determine if I might enjoy the build in the upcoming league. It was fun during the campaign, but even in Tier 1 maps I suddenly found myself frequently getting Heavy Stunned with only a single parry. I do have a bit of Stun Threshold investment (+40% from the passive tree, +25% from the Venom Crypts reward, 50%x bonus from the Steadfast support gem), but apparently this is insufficient despite merely being in Tier 1 maps. The types of enemies that can one-shot Heavy Stun is very inconsistent and it makes engaging with the parry game mechanic feel extremely risky.

I have to wonder why it's even possible for a single parry to inflict Heavy Stun with a completely empty stun bar. Heavy Stun indicates that the player has made a severe mistake. Is the lesson to the player supposed to be that using parry a single time is a mistake? It's pretty baffling.

If you don't want the player to parry certain enemy types, then just make it so those attacks cannot be parried. Taking a single hit is usually less lethal than suffering a Heavy Stun.
"
Scorned#6104 wrote:

If you don't want the player to parry certain enemy types, then just make it so those attacks cannot be parried. Taking a single hit is usually less lethal than suffering a Heavy Stun.


That's a good point, most games do this when they have an actual parry mechanic. They make enemies and bosses have well telegraphed and obvious moves that you can't use parry on.

If you do fail at parrying in those cases, you immediately realize it was your fault, and do better next time.
"Sigh"
Last edited by IonSugeRau1#1069 on May 24, 2026, 3:16:58 AM
I assumed everybody tried parry in act 1, then once they could sustain frenzies never using it again.

Learn something new every day.

BTW, everyone should pact together and quit using dumb mechanics like parry so ggg quits trying to push that kind of thing. They made retaliation super strong in poe1 and its possible that is what pushed parry in their minds.

The sustain/mitigation to make parry good doesn't exist in poe2, as far as the builds I've played.

But what do I know, I've just been coping for axes and swords since the first time I pressed sunder in poe2.

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