It’s not like the agressor can’t turn into the defender in the situation and do the same thing.
Which makes sense in games where that actually matters. In AO it doesn’t really, in simple terms its a better block
It’s not like the agressor can’t turn into the defender in the situation and do the same thing.
Which makes sense in games where that actually matters. In AO it doesn’t really, in simple terms its a better block
its fine when they parry once but i was in wom yesterday out of boredom and this guy parried every damn attack and i would hit him 10 times and he would regen faster than i could deal damage. When i used multi blasts he would just dodge.
In Wom its a bit different since there is no alternative, you either take the full amount of dmg or block it. If he’s good at it he’ll choose the pb option. Multiblasts also aren’t really viable unless your guaranteed to hit them imo
Probably won’t work in AO, but usually in WoM a lot of PvPers deal with perfect blocks by using a beam right after the blast gets perfect blocked.
its very very hard to hit an enemy in the air with a beam
Doing the same thing shouldn’t be the counterplay
We also have to mention the vastly reduced health regen in AO, taking damage constantly with pbing will add up
with food or without?
Yunno personally this only applies to other games built around parrying, Especially in Roblox where ping and engine issues plague parrying consistency. While in AO/WOM, PB is just “eh cool I blocked that”. Airshots/Clutch Shots are a lot more dopamine factories than anything else in AO/WOM imo
I mean obviously but I just gave you a simple solution
Sorry, should’ve clarified, that’s normally for ground I think. You’d just use a placed in the air.
Tl;dr: no, parrying isn’t a bad mechanic in AO, just stop being a skill issue and learn some timing
I’m gonna put in my own two cents here
Parrying is a fun mechanic in games, but it has to be done RIGHT.
Most of roblox fails this, such as in deepwoken, it’s not nearly as good of a mechanic as it could have been, since that’s your answer to everything and doesn’t even do anything really, just avoids the attack you pressed f on.
The only two games that have really done parries right (that don’t just have it as an extension of the block style mechanic being timed perfectly) would be Lore Game and coincidentally Bulwark (funny because lore game town where people usually are is called bulwark).
In Lore Game, a Parry is something hard to hit that has a long ass cooldown that I still don’t fully understand, along with actually landing the parry having a benefit, that is the opponent being stunned for a good while which lets you counterattack quite a bit. In lore game, you can also feint m2s which is the main countermeasure to a parry, and as a Lore Game pvp gamer, I can say this makes combat pretty good.
In Bulwark, parrying is one of two things that you can do, the other being blocking, to stop an enemy attack outside of just hitting the enemy. Parrying and blocking, unlike many games that feature both, are separate keys, instead of one leading to another. When you parry, you enter a stance for a bit, then have a buncha endlag if you didn’t get the parry off, usually leading to a hit or two. Parrying also does some damage to the opponent as a bonus. Blocking leaves you in almost no hitstun afterwards even if you fail the block, but your opponent isn’t in hitstun either, and you also run the risk of being hit by a kick which goes through block and even makes you drop your weapon. However, people usually block because of the ability to feint a swing up until it pretty much has a hit box, which makes the levels of thinking in this game pretty big.
Arcane Odyssey’s parry system is perfectly fine because it doesn’t do some insane shit nor is useless, it’s more just like “hey, your block was pretty well timed, let’s make you take a bit less damage” while also feeling satisfying to do
In short, there are 3 kinds of parrying in games for me
The first, is the Bad kind. These are games where parrying is everything and you get basically nothing out of it at all. These games include deepwoken, and all the cringe anime bandit beater games with m1 combat, because the entire game seems to hype up how insane the combat is!!! despite just how boring and useless landing the parry actually is
The second, is the Good kind. This is where parrying is an important mechanic, actually has a payoff for landing, has counterplays to make missing a parry more probable, and is generally actually well implemented. This includes the aforementioned Lore Game and Bulwark.
The third is the Ok kind. This includes games that have it as moreso just a reward for blocking more precisely, usually giving you a mild boost but nothing that big, while also being fun to do. This has games like Project Gaming where unshielding as an attack hits shield stops the attack and outs the opponent in hitstun for a tiny bit, and Arcane Odyssey, where you get a decent boost to the damage reduced.
deadass skill issue
you dont regen as much in combat in ao, so the chip damage will probably add up
skills are also probably going to be very, very large in the late game, so unless youre going to be moving across islands with a single dash skill then i think parrying is gonna help
Lol. I use autoclicker to buy fish baits too.
Sounds like a massive skill issue in every way
parrying is a better option but requires timing
blocking on the other hand doesnt require timing but blocks less
shields got adjusted for ao so its not just woms insane parry reduction percentage
Yeah, because perfect blocking is one of the best pvp mechanics in my opinion. Like… imagine fightning with Warden without parrying.
Guys wtf is going on I had a dream about perfect blocking, send help