Parry Rework

Parry Rework
effort 4.0 2 quality 5.0 1 reasonability 4.0 7

Problems with parrying:

  • Most people just block after all attacks which leads to non intended luck parries
  • Harder to do intentionally than a dodge, yet offers a worse reward
  • Blocking is inconsistent and slows with lag and ping
  • Nothing in the game teaches you how/when to parry

Potential solutions:

  • Parrying is disabled 0.5sec after attacking (blocking still works)
  • It now gives a 5 second buff based on your build (magic = energy efficiency, strength = agility, weapons = attack speed, spirit = regeneration). This makes it good to land without explicitly punishing the enemy.
  • Blocking is client sided?
  • Add a tutorial quest called “Combat” or something, where an NPC in Munera asks you to: Block attacks, Parry attacks, Dodge attacks with the new I-frames gimmick

I’ll just quickly point out that if the quest was in Munera then that gives players a chance to ambush them, and unless this is a high level quest, they’d probably get jumped by a high or max level player.

Granted that there’s already a quest in Munera, but I don’t think adding more there would be the best idea.

maybe shura can be a sort of ‘tutorial’ boss where we learn things like this, or possibly even those order initiates on skycliff

cant wait to heal to full after parrying the corpse of king minos and attacking an ancient molten ribbed dragon

:grimacing:
It can be on the client-side, but you would need a bunch of sanity checks on the server to prevent cheating, but even then it’d still be weird as the server versus client see difference things.


I do agree with this suggestion overall, Blocking/Parrying need more love put into it, as it is technically a core part of a player’s defensive kit despite some folk never using it[1]


  1. me! ↩︎

Same
Why does vetex insist so hard on a parry based boss in a game that doesn’t even tell you that the block button exists, when i first learned it existed i was stuck on calvus and someone had told me

I have one question.

What if your build looks like this?

Randomly gives you 1 of them (or just gives whatever your highest investment is)

I understand the randomly part…

But what if 2 or more of them are the same?

50/50 on what buff you get then

In this case you get 25% of all buffs mentioned above

no.

also make the dmg ignore go from 90% to 100%

I reallt don’t like differentiating buffs arbitrarily between stats rather than just… one simple unified buff that’s easy to change and balance. All stat builds benefit from the same stats anyway. Just dump some basic slight defense or attack speed buff and roll with it.

And the rest, I don’t really have that much opinion.

  • I don’t think the cooldown after attacks is necessarily bad, though might be a little unfun to current players used to it. So kind of neutral and whatever.
  • I have no idea what making blocking “client sided” exactly entails. Frankly I feel like most people regularly throw client side as a buzzword and don’t understand all the implications, me included.
  • Tutorial is good, though frankly should be much earlier. Plus it’s odd to have a forced tutorial quest on an island you aren’t naturally brought to through the storyline.

It is quite vague, I suspect it’s the detection, visuals, et cetera is all done on client.

Now I might be wrong but the problem with client sided stuff is that if you make the attacks client sided, then the players may get hit by attacks that don’t land on their screen, but they also get more responsive gameplay since on their screen they’ll hit a player and that player takes damage.

Take this with a grain of salt as I’m not entirely sure if this is correct or not.

If dodging is client sided then blocking should be too

I’m not sure if the window for dodging is client sided, the movement definitely is.

True, then at least the animation portion should be. If anything, it would at least feel a bit better

Dodging is replicated like any character movement, that’s just how Roblox works.

That would make the timing off as well, as the animation could play before the block activates, or it fails to do the blocking entirely but the animation would still play.


The current implementation is good, it’s not good trying to find a solution for a non-issue.

The issue AO is running into is heavy client<->server latency due to mis-use of Remote-Events/Functions, as seen by turning with the ship being really delayed and attacks being delayed when the server is running like shit.