You can parry with a sword
https://i.redd.it/06mofwrh8llh1.gif
I am Sekiro now
Rip bucklers, no-one used you anyways
Except for Bloodbarier goated buckler
Color me weird, but I actually liked Fangs of Frost + Parry in 0.2. It was great for first experience, but with over 1k hours now I doubt I will come back to it, unless they change it drastically. Just like maces.
I was also enjoying parry when huntress was released but at some point monsters stopped being parriable and I struggled for a bit lol, it was pretty satisfying when it worked
Yeah, plus hitting monster / slightly sidestepping made them miss You, which then relied to no parry debuff. It’s really was a boss-focused skill for most part.
What do you mean? Monsters stopped being parriable?
Don’t remember exactly because it was a while ago but as the other poster suggested sometime if you accidentally sidestepped and the monster missed the no parry, or I felt like there where more attacks that weren’t parriable but I don’t remember exactly, just remember that it felt shitty and decided to swap to lightning spear since it deleted everything without having to go through all that trouble
I played parry in 0.2 AND 0.5, I feel it’s been crazy buffed, using it in T15s, bosses and whatnot it’s nothing like 0.2.
I’ll probably give it a try, I wonder what the percentage of duelists will be, but it’s looking like maybe lightning strike will be the meta, there was also a thing where it looked like mobs had the parry effect and they got exploded, interesting to see what will happen, slayer is probably my favorite ascendancy in poe1, but I would guess a parry build sounds more like a gladiator kinda thing.
For me it feels like once you reach a certain level of difficulty (juiced t15s, deli etc) trying to parry is going to get you instantly stunned and blown tf up.
It is still great for bosses but if you need parry for bosses then your build already has bigger problems.
Also some mobs just have a mind of their own and refuse to attack sometimes so you end up running into a pack, getting tagged by degen/ground effects/corpse explosions while waiting for something to hit you.
It was fine in the campaign when the packs were small, slow, and your gear was terrible because by the end of act 2 you had 2 regals to your name and you’re scrounging for transmutation shards trying to upgrade to a new base. That extra damage was useful against even white mobs who took multiple hits to kill.
Then you get to maps and you’re fighting 100 mobs at once spread across the entire screen with zero visibility. What’s even hitting you? Did you parry the hit? Where even is the mob now? Why are there a dozen ground effects under me while I’m standing still trying to combo?
Now even early game that extra damage from pulling off the combo is unnecessary because simply having a few regals and ex has doubled everybody’s damage. You can do just fine with the simpler, user friendly skills.
Maces are in a similar boat. You don’t actually need to hit that hard. Everything dies in a hit to even the faster, ranged, large AE skills. Setting up some combo or big ass slam is overkill on trash and will get you killed against anything dangerous. They’re good for speed running the campaign where you have very limited resources and that extra damage per hit and stuns are useful. For normal play where you’re doing some side content and have a bit of currency and gear it doesn’t help.
I think they could support people who like slower play styles by having maps (or some other endgame content entirely, like delve etc) where the monster packs were small and slower but way more life and damage. If they tuned it right and had special rewards for it, I could see people building mace or parry builds or anything else that really was designed for a slower game to actually run this content, and the zoomers could still zoom on normal maps.
Same here, the Parry Playstyle seeems odd on paper and so does the Melee + Ranged playstyle, but in practice it played really well. I love going in for a quick parry and then consume it with a gnarly attack, be that Fangs of Frost or something else. FoF is just SUCH a juicy hit!
Honestly doesn’t seem odd on paper for me as well. I played with parry on 0.2 and now and I feel it has been greatly buffed, to the point I felt it might be too strong now. But yeh I completely agree with ya that it’s pretty fun to use.
“Honestly doesn’t seem odd on paper for me as well.” Dude are you having a stroke? Dude am i having a stroke? Dude?
Honestly doesn’t seem odd on paper for me as well too
Actually its so wierd the buckler cycle, early you hate that you have to use them, mid game you get rid of them and late game bucklers become such a strong layer of defence
It was a great novelty build but it gets kinda annoying after some time.
You mention maces. 85% of the problems with maces stems from the fact that you can’t move while attacking. You do a fixed animation that might move you in a direction(like to a monster), but many attacks just stay still, even though they are slams and you’re just hitting the ground.
Still use it on my lvl93 bleed huntress. Most survivable character out of mine and all my friends’ just because i can block and interrupt every enemy in my vicinity, including bosses, and i get a massive damage boost (65%ish?) on them afterward. Idk why players in this genre are so allergic to paying attention to enemies 🫠
I did, it’s great for explosive spear
I got one in my bitch second weapon set just to improve Refutation parry debuff
They are cool
I use bucklers aplenty, I love the playstyle! I’m looking forward to an expansion to the system, which this seems to tease!
bucklers are both cool and genuinely pretty good
We can’t dual wield spears.
Active blocking is pretty scuff though. You got to stop attacking to let them hit you? I know this is trying to emulate the perfect parry system in other 3rd person soul-likes, but in soul-likes, you don’t usually fight the same quantity of mobs as PoE and the over the shoulder camera is in a position for said monsters to take up a large % of the screen so you can see the animation well and are actively baiting out other attacks anyways.
I mean we have to get frenzy charges somehow right… I really hope there’s some new frenzy charge tech in 1.0, they’re definitely an order of magnitude more difficult to acquire/sustain than the other 2
I hope early game with swords is not just “wait for enemy to attack to parry, turn charge into somewhat better version of other skill”
I mean many skills right now offer that option in the very early game (spears for example) to gain some good benefits, but you can usually ignore that. In the endgame, I doubt anyone has HAS to parry for any kind of content if they dont wish to do so.
I know its too much to hope for but I will he really sad if Cyclone requires frenzy charges to use. It completely defeats the brain off spin2win playstyle people love it for.
There’s no way we’ll be able to spin forever on 2, it would be completely against the design of everything else in the game currently
There will be some shenanigan to activate it, I just hope it can achieve a decent duration
Well looks like you can spin forever
Yes! But they encourage that you restart the spin for the stance benefits regurlarly. I’m pleasantly surprised, it’s a good compromise.
It does cost a lot of mana, so maybe that is the “cost”, the investment into solving mana to allow you to keep spinning forever. Which I think is a nice compromise.
Martial Artist (or if bleeding will be a big thing for swords AoC to combine with poison chaos damage), Armour Break for Endurance Charges, Resonance to convert them automatically to Frenzy Charges.
I’ve been trying it lately with the bleeding spear moves and it’s okay but those moves are still fairly limiting for a proper melee build. I think swords will work much better and attack faster.
If they keep Gemling the way it is you can spam fast Snipe/Perfect strikes with Resonance and Perfected Endurance support.
With the right setup I can generate 8 frenzy charges in like a split second with Snipe. Adding Armour break/Stun and exploit weakness (to consume armour break to reroll another chance at getting a frenzy).
I’ve never had issues generating Frenzy charges but I can see how people don’t like engaging with the tech required to do it.
Charges vs bosses is the biggest hurdle, not during mapping. Mapping is just freeze or electrocute for frenzy charges. Break armour for endurance, and corpse shit for power charges, outside of thaumatergic dynamism. However just that annoint can provide max amount of charges for effects but not enough to spend on effects
Frenzy charge to parry
Oof. That’s the animation that indicates warrior needs a nerf.
Swords can Parry? That’s a 2h mace ias nerf
IMHO parry doesn’t belong to a game like PoE
Poe doesn’t belong in a game like Poe2. It could be really cool if the game slowed down
Spot on. I hope there is a huge shakeup in 1.0 to do this very thing. I want the campaign experience through endgame
The zoomies are gonna continue, unfortunately.
Said literally not one person ever except for you apparently
Actually, alot of people want this believe it or not
Yeah, i want PoE2 not Poe1-two.
We already have a game with zoomzoom.
However i don’t mind if ultra endgame is zoomy, but campaign and normal mapping really shouldn’t be.
I’d love if they did this. They won’t, but I’d be ecstatic
Unfortunately the process from 0.1 to 0.5 says the opposite , games only speeding up :/
Disappointing but true Each update made me less excited about the game as it shifted to appeal to PoE 1 players.
I just hope something takes the original idea and runs with it.
It’s not just PoE players. A huge amount of the audience was getting filtered by the acts because they were too hard. Half the players couldn’t even get past Geonor so it was only a matter of time before the difficulty got nerfed.
To be fair, 0.1 geonor was pretty fucking nuts. I started a cold build and almost quit along with all those other people. Glad I didn’t, but, it was fucked lol
Yeah 0.1 was also unbalanced. Like I was stuck at the act 1 boss for way too long.
I just wish they could have fixed the bosses well keeping the combo based gameplay.
It’s always interesting to see what fans accept as valid difficulty and what they don’t.
I couldnt get past Jamanra for the longest time. I almost quit and came back a week later cause I had nothing to play at that time and glad I did. Someone joined my game, killed him, and gave me a few exalts to buy items.
No Rest for the Wicked is trying, but the lead dev is unfocused scope creep in human form, so I have very little faith in it
If they nail the class system, NRftW will be one of the greats. But yeah…haven’t seen much in a long while.
No need to fear that, Thomas is goin for mobile market (and all that sweet sweet M O N E Y there is) so nrftw is gonna get the same treatment as arc raiders and become abandonware.
The game speeds up as you progress through it towards endgame. I think that’s how it should work, except around act4 or interludes you hit this critical mass where you get a lot stronger and faster than the content.
I think it would be cool if it was a slower, smoother curve. Eventually you will still be blasting screens, but it will give more room for the slower combat to breathe.
That’s a good observation, the powerscaling really gets out of hand around act 4, and the act bosses show it. Geonor and Jamanra are usually great challenges. Doriyani not so much. Tavakai is just a joke.
No Rest for the Wicked sounds like something you’d like, full release Oct.
Game has been sped up with every single patch, at this point you guys have to accept reality.
I mean in some ways yes and in other ways no.
They are in a constant cat and mouse nerfing attack speed and speed scaling stuff that goes to the moon. (Tempest flurry, whirling slash, rigwalds ferocity, charge regulation, hollow palm, Howa)
On the other hand, the campaign and endgame has gotten significantly easier (and faster) until juicing t15s.
There is a magical sweet spot as you enter maps where you have to play somewhat methodically, mob density is still reasonable and you finally have all your skills, build comes online.
The problem is the game is an ARPG, which unfortunately means it has ARPG players. This means they have to cater to an exponential character progression otherwise the dopamine flat lines.
It’s funny that in 0.2 and 0.3 people said the same but reverse.
thiiis. Act1 feels awesome to play. Once your build gets online tho, the moment to moment becomes boring af
They tried to make it a souls-like, with the parry, block, dodge roll, telegraphed attacks…
But the problem is that this game is not as deliberate as a Souls… Monsters attack and move at lightning speed. There is a shit ton of stuff obfuscating vision to even tell what some rare mobs are doing and try to “react”. There are hundreds of mobs, not just a few hand-placed ones. Dodge roll doesn’t even full i-frames for AoE attacks, which is really the cornerstone of a Souls that no matter the attack you can roll it, with some exceptions of course.
The only moment in the game where it feels like a Souls is Act 1, and honestly mostly just the first half of Act 1. I personally would prefer if the game plays all the way like that, but I’m pretty sure most people wouldn’t… Don’t get me wrong, I love PoE, but that’s why I am waiting for No Rest for the Wicked because I feel they are actually an isometric Souls
I mean. I like the dodge roll more than I like trying to shield dash through Searing Exarch’s balls of fire and then having my golems trigger it anyway.
But… the parry does not at all behave like it does in Dark Souls at all. Have you actually played a build with the Parry Bucklers? There is no timing requirement as there would be in a game like Dark Souls.
The Mechanic works perfectly well. You go to a pack, channel parry until you get the riposte and then either use the debuff or consume it. Consuming it either let you gain distance with disengage and gain charges or consume it for a big juicy Fangs of Frost.
Just because PoE 2 is slower and heavier, and there mechanics like Dodge and Parry, doesn’t mean they are trying to emulate Dark Souls. The game simply has its own speed and dynamic.
I have already played a parry build in 0.5 with enough dmg from your gears and passive, a parried-enhance delete most packs in a single tap. It’s also piss easy to parry in this game even in t18 map. My problem with parries are that Fang of Frost have abysmal AoE so it can only clear small packs and it’s pretty annoying to parried many times to clear many packs if your map has high pack size. The second thing is that you get heavy stunned buildup if you parry which imo is contradictory to the purpose of a parry build since you want to parry as many as you can. If there is some needed change, I would say allowed you to take reduced damage on a successful parry instead of completely blocking the damage and remove the heavy stun bullshit. Also, they need to buff parried-enhance payoff skill like Fang of Frost with like 500% larger AoE because imo you don’t parry enough most of the time for the extreme damage scaling to matter and I would rather slightly nerf some damage and get a better AoE so I can map with it.
0.1 was kinda promising 0.5 became basically the same as poe in power creep
imo u can’t have this much power creep and still want soulslike combat
it just doesnt work
becuz to match power creep they make monsters stronger faster tankier etc and when that happens niche playstyles get lost
i mean have you played elden ring? some of those fuckers are moving faster than poe mobs and dish out a 20-hit combo
Agree.
Edit: Although I could see them maybe trying to use it as a way to perk up melee based arctypes a little bit. For a long time Range arc-types have just been flat out superior, even when you stick to the traditional “Range = less defenses” “Melee = tankier” the pros to attacking and staying at distance have been too great. Giving melee a way to parry some 1 shot attacks that range characters have to dodge could help close the gap a bit maybe.
its not an opinion its straight facts. nobody uses it and idk why they bothered putting it in again in another weapon set..
mechanics that are barely used are like the bread and butter of PoE and the games better for it
Nobody uses it cause it sucks. They could make it fun my giving it a built in cool counter attack with a big satisfying aoe instead of a debuff status.
it doesnt work becuz it relies on a specific ability hitting you
if you want parry make everything parriable
dots, ground degen, ground aoe, every spell and attack targeted or not targeted
then watch people have fun with it
otherwise why the fuck would anyone care about something that works 1% of the time?
I mean 99% of hits are parryable, just like they are bockable
It works on almost every attack in the game. Even many red attacks that aren’t supposed to be able to be parried actually still can be. If you equip Calgyras Arc for infinite parry range it feels very good to use
But you can parry everything thats not a red attack.
Twisters was literally just using parries last league what are you on about. Parry fangs of frost was great for bosses early. Even endgame some versions (e.g. Snoobae whos been playing that shit every league) of it used parry mechanic for charges
It’s ok to just say you don’t like it. We don’t gotta make stuff up
Bro be real ~95% of player base just refuses to play shit that heavily relies on stuff like active blocks or parrying so it’s completely fair to say that nobody uses it.
It’s fine as a speedrunning gimmick for untwinked campaign runs etc. but practically nobody wants to include anything like that in their endgame gameplay and popular build choices reflect that.
I use it all the time during acts, it’s a really powerful boss killing tool. Early mapping too.
Obviously it’s not great for killing packs of regular mobs but thankfully you don’t need to use it on them.
i use it
I really enjoy parry in this game. I find it satisfying to use and it’s extremely strong against bosses. I know I’m in the extreme minority on this but I just find it fun lmao
Why do you say that?
Pvp?
Hey everyone we got a funny guy here!
pvp is anathema to fun build diversity and having a chill community, keep that shit far away from here
That drip on the playable character is pretty cool
That’s base game gear too. Not mtx. Had it on my merc before
People saying rip bucklers as if they’re not already dead and people are actually going to use this shit on a sword lmao. Shit is dead on arrival
Parry debuff too. RIP Bucky.
How is this an issue for Bucklers? I assume dual wield parry will make you receive more Heavy Stun buildup. It will just be like in PoE 1 where you consider a second weapon or a shield based on defense or damage potential. So I don’t see how this is supposed to negatively affect Bucklers. In fact it’s more likely to expand on the system.
it also could be limited to only certain sword types. so if you still wanna use parry, you use buckler with other sword types.
Yeah you might get like Parrying Swords or something, that could go in line with how Thrusting Swords were used in history. Now we haven’t really seen rapiers in the trailer, but you are right, it could be certain Basetypes.
Could be a skill/spirit gem, could be a unique, could be part of the base weapon that allows it while weilding. We shall see
Huh I will be playing sword and board with a dex/str shield almost certainly I hope they give good reason to incorporate the shield still. Hopefully gladiator ascendency will still have that side and be introduced.
Having the duelist fight in an arena and not having gladiator be one of the ascendancy would be evil.
Duelist isn’t the name of the class anymore, it’s now gladiator by default in PoE 2
Oh yea I forgot about that.
Who is gonna be parrying 200% delirium/simulacrum when 100 mobs are rushing you?
That’s usually when it’s easiest to get a parry off. But who’s going to hold parry while they approach?
Bro… khopesh, i love those swords
I think in fencing it’s called parry-riposte. We bout to be riposte gamers yall!!
I thought reddit hated ripostes
Looks pretty interesting tbh
Sword x scepter
Giants blood x two handed sword/s ? Dual wielding Chad need theory crafters gigachad image to pop up 😂
I knew it was gonna involve parrying
Maybe they gonna buff hard parry buckler haha.
Now I want Oni-Goroshi. SURELY it will show it’s talking ass right? RIGHT? SURELY?
The only parry I love is the 0.2 magma barrier. Timed block with amazing payout.
This is precisely what I need my offhand sword for. A ranger that switches to dual swords in melee so they can defend themselves and then roll back to shoot the bow. I can’t wait already. There are nodes that give bonuses when switching weapons as well.
Dual wield parry. Matches how PoE1 has block for duel wield. Its what I’m thinking.
I hope Shield Crush returns
I’m imagining the sekiro parry sound, ggg take my money
Nice to see beloved mechanics like parry, generator spenders, cooldowns, glory, are here to stay 🥲
RIP cyclone . Parry then spin to win for a duration doesn’t have the same ring to it .