Parry Suggestion
I love parry. There are so many complainers that are completely wrong about parry - it's great fun, and probably one of my favorite ways to play the game.
I don't expect it to be perfect out of the gate, and I think there are substantial issues with trying to use parry in certain boss fights. If you build around parry as a core skill, whether to build frenzy or proc your abilities, what do you do in boss fights that don't have reliable parry mechanics? My strategy is basically use a bow on swap and build frenzy with crit. That is, I totally ignore the fact that I can parry and use parry as my core mechanic for the character. For the boss fight, I basically just use a bow. It's not fun. I want to use parry in the boss fights. It requires me to learn the fight, every mechanics for every boss, and I really like that. But there are too many core bosses that are simply outside the scope of a parry build. Zicoatl has one mechanic that is almost impossible to parry. Doryani's mech form - it is one of the bosses where the parry mechanics are completely unclear. Trial of Sekhamas, the 1st, 2nd, and 4th bosses are extremely light on parry. The Blood Witch combines a lack of parry mechanics with AoE ground attacks which further exacerbate the issue of trying to parry. Keep in mind that the risk-reward for parry is extremely high. If you don't understand all of the mechanics in the fight, it's almost certain you will die. So throw the parry users a bone, and give some of these attacks a parry window. It's feast or famine. Certain bosses have extensive parryable mechanics that are interruptible top the point that parry trivializes the fight. Other bosses are virtually un-parryable. Bring balance to the force. I have something like 100 hours on the amazon, trying to relearn the entire game this patch, in an effort to use a parry build. I love it, but certain bosses need a pass. Last bumped3 мая 2025 г., 23:46:41
|
![]() |
"While I do agree that parry is great, I personally don't believe a "build" should be around one single thing. Every build I get going wants 10 active skills (unset ring) and that variety is where I find fun. That some bosses need a different approach to frenzy charge consumption is an interesting puzzle to solve. |
![]() |
" Ok, sure - but that's not adding anything to the topic I'm trying to discuss. I'm not saying the build only uses one thing, my skill list is also full. But the core mechanic is to trigger a parry, either to build frenzy or to generate elemental ground. The main way you generate frenzy on an Amazon is to use parry (cull won't work in boss fights). So even though I have 9 skills (Fangs, Whirlwind, Twister, Barrage, Combat Frenzy, Wind Dancer, Trinity, Sniper's Mark, Icy Shot), the build is "unlocked" by using parry - something that is nigh impossible in more than a few boss fights. |
![]() |
I think characters should have a slitghly bigger hitbox in front of them when parrying.
As it stands if you try to parry a pack you have to stand immobile, if you are walking back while parrying almost all enemy attacks will miss you unless you get a support in here to reduce MS while the skill is used. And we all know what happens if you stay immobile for more than 2 seconds in this game while clearing. Basically parry can be very useful for single target but borderline unusable on packs Also the token to get the frenzy on disengage should be on the player character, not the monster. The cone AOE on disengage is very narrow and a lot of the time you'll not hit the specific monster in the pack you parried, and get nothing. If ggg wants us to use combos that's fine but they have to be rewarding, here you have to take a lot of risks, do a lot more effort, and the payoff is really weak. I don't understand why they don't make these things a lot more powerful so we'd actually want to use them. Последняя редакция: LFA01#0120. Время: 4 мая 2025 г., 08:40:16
|
![]() |
"My point is, your build has a single point of failure. The question is whether the game should be designed so this single point of failure is made resilient or if it's "correct" for the design to encourage diversification. Whether a "build" should be single mechanic or dual mechanic to be considered successful. For instance, you want elemental ground. You could make that with Fangs of Frost, or you could cast Frostbolt or Incinerate, or grab a quarterstaff for Frozen Locus. (I do wish Oil Grenade made ignited ground when detonated, but I digress). Or if you must have frenzy charges, you can pair Sniper's Mark with guaranteed critical skills, or stack critical supports on a normal attack or something that swings fast. Quarterstaves happen to have high base critical chance. "That at least is a player-solvable problem by putting Retort on something with more reliable AOE to generate frenzy. The primary value of disengage is to get away. Последняя редакция: Schverika#2698. Время: 3 мая 2025 г., 23:36:56
|
![]() |
It really felt like they hadn't done a single run through the campaign with the huntress to me. So many bosses early on have little to no parryable moves, such as the king in the mists in act 1. Then when you do get the parry off and use your backwards leap often the auto targeting will hit the wrong mob and by the time you attempt to correct it, the buff is gone (I play controller).
Then as many have pointed out the time it takes to do all this set up to then use your frenzy charge on a skill, is not worth the hassle no matter how much I actually enjoy the gameplay when it's working. The damage output from parrying and using the charges for skills should be much higher. It feels like you are better of simply spamming one spell and that is totally brainless and boring. Not the engaging 'meaningful' combat I am after at all. Would like to do away with the chain mini stuns still existing (can't exactly combo a pack as melee when a simple slap stuns you), simple mobs one shotting you is also just annoying and goes against encouraging combo based gameplay. Bosses like the queen of filth having jank hitbox on her moves and shoving you to narnia sucks. The molten gold boss loving to run back to his lava every 2 seconds is tedious and nasty for melee characters. It's not feeling like they are playing the campaign at all right now. Because there is so much annoying things needing fixed. Why is a pure evasion build so crap? It is effective on the fewest types of attacks compared to armour and es yet it has no upside for it. You are inevitably going to be hit and when you do it's game over instantly. I really love the combat overall and think it has potential, I like that skills combo together and the idea behind parry and the charges is great. But there is a lot too improve. Spamming one button shouldn't be the way to go. But the game is doing a terrible job of making combo style gameplay feel like the most effective way to play not to mention the most enjoyable. It feels like those who want to engage with the enemy are punished too harshly. You are far better off killing them at range spamming one skill that nukes them. It's boring. |
![]() |
" There's a different "combo style gameplay" to do against hordes than against single targets. Before the parry/disengage is the need to apply a slow and maybe (conjured or natural) walls to make it easy to earn the frenzy charge. Before Shockburst Rounds can clear the crowd by chaining/forking around, something must apply the shock. https://www.youtube.com/watch?v=R8Eyl1pb2jo Последняя редакция: Schverika#2698. Время: 3 мая 2025 г., 23:46:56
|
![]() |