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  3. Maelle telling Doomguy to "PARRY IT!!!"

Maelle telling Doomguy to "PARRY IT!!!"

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  • bjoern_tantau@swg-empire.deB [email protected]
    This post did not contain any content.
    A This user is from outside of this forum
    A This user is from outside of this forum
    [email protected]
    wrote on last edited by
    #11

    Dead Cells is like this. And because just blocking with your shield still hurts you I only try to parry and reflect all damage while taking none. Of course, I miss almost all of my parry attempts...

    S 1 Reply Last reply
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    • bjoern_tantau@swg-empire.deB [email protected]
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      kolanaki@pawb.socialK This user is from outside of this forum
      kolanaki@pawb.socialK This user is from outside of this forum
      [email protected]
      wrote on last edited by
      #12

      I hate when they say "PARRY IT!" and it's one of the jump dodge attacks. Always fucks me up 😖

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      • S [email protected]

        My favorite mod to the game is increasing the parry time.

        kolanaki@pawb.socialK This user is from outside of this forum
        kolanaki@pawb.socialK This user is from outside of this forum
        [email protected]
        wrote on last edited by
        #13

        It's weird that it's a smaller window than dodging but the animations are about the same speed. I tend to dodge more than parry, but I'm getting deeper into the game where you really want that extra counter damage to end the fight sooner.

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        • bjoern_tantau@swg-empire.deB [email protected]

          When Gustave keeps going after blowing his load.

          kolanaki@pawb.socialK This user is from outside of this forum
          kolanaki@pawb.socialK This user is from outside of this forum
          [email protected]
          wrote on last edited by [email protected]
          #14

          We continue.

          "Ahhh it's so sensitive! Ahhhh!"

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          • S [email protected]

            My favorite mod to the game is increasing the parry time.

            M This user is from outside of this forum
            M This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #15

            It doesn’t help that all of their parry animations look like they trigger a solid half second after the actual parry happens.

            Gustave does a pirouette, and doesn’t actually swing his sword until after the entire spin is complete. But the parry timing happens right as he starts to turn.

            P 1 Reply Last reply
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            • S [email protected]

              My favorite mod to the game is increasing the parry time.

              bjoern_tantau@swg-empire.deB This user is from outside of this forum
              bjoern_tantau@swg-empire.deB This user is from outside of this forum
              [email protected]
              wrote on last edited by
              #16

              Clair Obscur (really, any game) could really use the difficulty settings of Doom: The Dark Ages. You can basically adjust everything. Parry timings, damage modifiers, even game speed. Both to make it easier than default but also to make it harder.

              S 1 Reply Last reply
              0
              • A [email protected]

                Dead Cells is like this. And because just blocking with your shield still hurts you I only try to parry and reflect all damage while taking none. Of course, I miss almost all of my parry attempts...

                S This user is from outside of this forum
                S This user is from outside of this forum
                [email protected]
                wrote on last edited by
                #17

                There's a setting that will give you a visual warning with just enough time to react if you want to practice parrying.

                I just throw a shield in my backpack and roll like a motherfucker though.

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                • koboldcoterie@pawb.socialK [email protected]

                  Maybe it's a magnetic field or some such that reflects the attack, but it's powered by a capacitor and discharges as soon as you raise the shield. Best explanation I've got.

                  R This user is from outside of this forum
                  R This user is from outside of this forum
                  [email protected]
                  wrote on last edited by
                  #18

                  I think that demons shooting in predictable arcade-patterns requires more explanation than the parrying mechanic. The game looks more like those old schmup games like Ikaruga or something.

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                  • the_picard_maneuver@lemmy.worldT [email protected]

                    P This user is from outside of this forum
                    P This user is from outside of this forum
                    [email protected]
                    wrote on last edited by
                    #19

                    Been playing on hard difficulty, and I've died this way so many times lol.

                    Amazingly fun though

                    the_picard_maneuver@lemmy.worldT 1 Reply Last reply
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                    • M [email protected]

                      It doesn’t help that all of their parry animations look like they trigger a solid half second after the actual parry happens.

                      Gustave does a pirouette, and doesn’t actually swing his sword until after the entire spin is complete. But the parry timing happens right as he starts to turn.

                      P This user is from outside of this forum
                      P This user is from outside of this forum
                      [email protected]
                      wrote on last edited by
                      #20

                      Yeah, that took me a while to figure out

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                      • P [email protected]

                        Been playing on hard difficulty, and I've died this way so many times lol.

                        Amazingly fun though

                        the_picard_maneuver@lemmy.worldT This user is from outside of this forum
                        the_picard_maneuver@lemmy.worldT This user is from outside of this forum
                        [email protected]
                        wrote on last edited by
                        #21

                        Nice! I finished last weekend on the standard difficulty, and there were a number of fights that I still had to grind out because they kept wiping my party. It's probably my fault for not taking the time to optimize anyone's build but Maelle.

                        P 1 Reply Last reply
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                        • the_picard_maneuver@lemmy.worldT [email protected]

                          Nice! I finished last weekend on the standard difficulty, and there were a number of fights that I still had to grind out because they kept wiping my party. It's probably my fault for not taking the time to optimize anyone's build but Maelle.

                          P This user is from outside of this forum
                          P This user is from outside of this forum
                          [email protected]
                          wrote on last edited by [email protected]
                          #22

                          Hard difficulty has forced me to use all characters equally. To the point, where I'm constantly adjusting my party to try to keep everyone as close to the same level as possible.

                          I like it though, because it adds an extra layer of strategy when choosing who's in the main party, and who's backup when they (inevitably) die.

                          As someone who grew up during the golden age of Squaresoft JRPGs, I've been pretty disappointed with the difficulty level of most JRPGs that have come out over the past couple of decades. Some good games, but they're always like trivially easy. Baby games. So I'm glad that this one is actually challenging me. Haven't been challenged playing a JRPG since I was in high school probably.

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                          • bjoern_tantau@swg-empire.deB [email protected]

                            Clair Obscur (really, any game) could really use the difficulty settings of Doom: The Dark Ages. You can basically adjust everything. Parry timings, damage modifiers, even game speed. Both to make it easier than default but also to make it harder.

                            S This user is from outside of this forum
                            S This user is from outside of this forum
                            [email protected]
                            wrote on last edited by
                            #23

                            Yeah, my only major criticism of the game is the way they handled difficulty settings. "Story" mode still requires you to learn the mechanics and play the way they intended. It should have been called "easy" or "casual" or something and had a separate "story" mode that is really just about enjoying the story without any combat difficulty.

                            I don't really enjoy turn-based combat or quick time events, so this game would have been a complete pass for me, but I decided to check it out on Game Pass and I really liked the art, music, and story. I ended up modding out all the combat challenge so I could enjoy it anyway, but it would have been better if I could tweak it through the settings and maybe end up with something a little more balanced.

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