Just an idea I had, but since weapons such as axes are slow and heavy in better combat, you should need to time your parry much earlier than usual. In contrast, weapons like daggers and fists should parry almost instantly and have low cooldown, but be more precise since they have less range. Maybe even decrease the cooldown further if dual wielding or something.
#Different parry timing based on weapon
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Different parry timing based on weapon
Sword would probably still be the easiest to parry with considering it has average range, speed, etc
Something like the trident or pike with its huge range would have a really forgiving parry window but a bit longer cooldown and startup
This might also make difficult tech like weapon swap parries (i.e. swapping from main dps to a dagger for a quick parry) pretty useful in speedruns and such
You can probably use better combat api to achieve this so it’s compatible with all the random weapon mods people use. Since the parry system and overall mod is already built around better combat, a dependency like that wouldn’t be a huge issue
Also obviously more powerful weapons should have a higher damage parry (I think this is probably already in 1.0)
Why make slow weapons slower
I don’t really see the point in this feature
Parry timing being consistent makes it better for everyone
Well idk I was thinking that having it be slow and hit really hard would add more oomph to their parry
mate remmebering the timing for parries is already hard let alone 5 difrent timings
Skill tissue?
Fine if it’s too much of a nerf then make heavy weapons able to parry multiple attacks in one parry with the bigger window
Ik a game that does a lot of stuff with this type of dynamic parry system I can show some clips later to better explain my point
they're really not. in this video, i haven't even used this weapon for like a week yet i managed to land both of these parries first try. they are tick perfect in a game with 30 tps, which makes them more precise than minecraft could even possibly do
and this isn't really a well telegraphed parry window either, yet it's still satisfying to hit and relatively easy for me. you basically have to click on a random frame during the startup of his attack
(i activated invincibility so i didnt look like an idiot for falling in lava)
the delay lowkey messing up my pogos more than teh parries lol
i feel like having the long parry startup is worthwhile since it gives way more of a dopamine rush. obviously need to buff the shit out of the parry damage to make it balanced, but still
Not gonna lie you using Roblox as an example is not convincing me at all
frankly I don’t care. You telling me to change up the parrying mechanics that the entire mod is balanced and built around
adding delay to the parry makes most bosses impossible to fight close range
inconsistency is shit. No one likes inconsistency
the system is already incredibly in depth. It does not need more mindless depth just to throw people off
Also the enemy you parry in that video has got to have the most hilariously slow and easy timing ever. It doesn’t prove your ping at all. Terramity bosses attack at breakneck speed especially in hardmode, and this mechanic would only serve to make them worse, for no apparent benefit
well yeah a repetitive continuous attack stream might be hard to parry multiple times with a slow startup, but most parries have a long enough cooldown to where that's still a problem either way. also the parry in the video is a 1/30th of a second timing window.
You do not get it
and if you're talking abuot the attack startup, well usually bosses are deterministic
the cooldown is literally removed by a food you can get preboss and by a permanent upgrade you get in early prehardmode
that’s not my point
Dynamic parry timings are ass. I’m not budging on that
It’s like game design 101
I dont get this either, why would a core mechanic be better for some weapons and worst for others?
Changing the parry timing wouldnt add anything
it would only making it confusing as hell
and wouldnt work in a practical sense could u not js swap to a different item to abuse the parry timings then swap to your old item
It only makes the player spend more having to learn all the different parry timings