Catachan Parry - And Parry In General

HELLO TIDERS,
[TLDR AT BOTTOM]

I’m here today to propose a change to the way the parry special action works. As a quick run down of the current way parry works, on activation the character plays a roughly 2 second animation of preparing to parry an attack. If an enemy attacks within that window, the attack is instantly blocked(for a reduced stamina cost) and a high damage strikedown is immediately thrown out(at whatever you are currently aiming at, even if it is not from whosoever attack you parried), which has high chance to stagger whatever enemy hit you. However this will only parry the first attack to hit you, and any following attacks will still hit, unless you parry again in time. You can’t just hold down parry. This is great to use against enemies like crushers and maulers for their instant knock swing-down attacks, making it so you can actually block them without dying, and it’s great against ragers and chaos spawn, to parry and stun their attack to stagger them, giving you a window to kill them before their endless swinging starts again. It’s also EXTREMELY satisfying to land one, and the high damage makes it a GREAT ATTACK.

There are downsides though, if you’re fighting a mob of ragers and use the parry, it’ll stun anything in front of you, but not to the sides. So any ragers attacking on either side of the first rager will hit you immediately after and you won’t be able to capitalize on this, even if both ragers attacked at the same time. Also if you are preparing to parry a crusher or mauler hit, and a smaller enemy attacks you before the swing-down lands, it will activate the parry, but the parry attack will not typically stun either of these enemies enough to prevent the swing-down, making it so you still are hit by it and instantly downed. The change I’d like to propose would help with these situations and make the parry an even more high skill- high risk reward weapon.

I believe the best change for the way the parry currently works, is to shorten the window for a successful parry down from 2 seconds to less that 1, making it so you can’t just use the parry at any point in the charge up for a powerful swingdown attack and successfully parry it, you have to actually time the parry a lot better. However, if you successfully parry an attack, you gain invulnerability for about .2-.5 seconds, or have any other attacks in that time also be counted at part of the initial block. This way if you are attempting to parry a large swingdown attack, but a poxwalker walks through the crusher and activates your parry, you aren’t immediately hit and killed by the swing-down attack(Which feels a lot like getting robbed of a cool moment, because of some enemy walking though another, or running around to behind you to attack while you’re dealing with an active horde). And instead of that you have the opportunity to continue fighting the fight. Or if dealing with a mob of ragers, if you parry one of their attacks, and kill one rager but one of the many others still hits you, it won’t stun you and will give you an opportunity to back up and prepare to strike the next one.

I’d also like to say that this could be incorporated as a blessing on weapons with parry, to encourage building into this style of gameplay and playing as a masterful melee combat character. It sort of makes the game feel a bit like a soulslike and is extremely satisfying. I think this would also pave the way for more versions of weapons with parry special attacks, making it a full on style of gameplay, in the same way that a lot of other weapons have a forward jab on special activation.

[TLDR - We should shorten the window for a successful parry, but give the parry invulnerability or increased blocking time after activation for about 0.2-0.5 seconds to allow players to handle multiple attacks in a short window and give the special attack a lot more utility and make it a lot more skill based, and less of a gamble on if something will hit before what you planned to parry, making you die. Also just making it so the weapon plays a lot faster. This could be incorporated across the board or as a blessing. I also think this would pave the way for the addition of more weapons with parry specials.]

(Changes based on Replies- parry is a 180 degree attack facing in front of the player instead of a 360 degree as it is now, thus making it so blocking (which is 360 degrees) still has a good reason to be used. Also possibly a short cooldown between parries on a missed one that doesn’t actually block an attack, to prevent spamming, and reward people who can always time their parries correctly so they can chain them. Random other thought, successfully parrying could also just count as a push as well, to give that window and not require you to have invun or increased block time. Ill expermiment with if this would solve some of the issue tomorrow.)

THANKS FOR READING AND LET ME KNOW IF YOU CAN THINK OF OTHER WAYS TO BALANCE THIS OR OTHER PROPOSITIONS FOR CHANGES TO PARRY, and please try out parry and how it feels before you comment anything.

Wouldn’t this make spamming parry even better because you will turn literally INVINCIBLE?

Blocking time increase after activasion on the other hand is not as crazy of the buff, so I am more inclined to that.

I do not think that problems of this weapon is within its Parry mechanic(even tho there are problems), which is pretty much the strongest part of the weapon, I think that it’s more to do with its ability to kill elite enemies without the parry, this is hell.

I kinda get why people do not like smite when I play with this sword, like how the hell do I kill these crushers, mate? The damage is not really good.


Ok, I now will state that I am not a Zealot main or anything, so I do not have an educated opinion

2 Likes

Good point on the spammability, maybe it should require you to actually be facing the direction you want to parry in, in like a 180 degree angle, instead of how it is now as a 360 degree parry, and the main point of my proposed change would just to prevent ragers and maulers from being able to go through your parry because of some other enemy hitting you like 0.1 seconds before another one does. Basically changing parry from a single target option into something that fits in better in a horde shooter type game. It’s GREAT against 1 mauler or 1 rager, but it’s immediately way worse when they’re accompanied by any other enemy, especially one of those two, so I’d just ask they implement this in whatever way is most balanced. Probably an increased blocking time with no stamina usage, and maybe if you don’t parry anything within the window there’s a short cooldown, whereas if you land a parry, you can follow it up immediately.

Also I’m a vet main using the sword so I get what you mean, although I don’t actually have much an issue killing things with heavy armor with the way I play it, unless it’s a large horde of them, but I think the changes to parry could help this weapon immensely in that category too. Thanks for the response! I just think this would add a new and awesome way to play the game into a lot of peoples hands while not requiring a huge change :slight_smile:

It is possible to hold down block continuously while tapping parry for extra safety.

1 Like

Isn’t the Grace period already implemented?

So that only leaves shortening the parry duration?
Pity the weapon is such a gimmick.

3 Likes

Or you can just swing your camera around to hit every rager in front of you. The parry has a lot more cleave than you think.

It actually doesn’t feel like this is in, but after testing there is a slight one, it just doesn’t do anything against crushers and maulers. If the parry activates before their attack hits you, the block is immediately broken by their swing-down and still instantly kills you, I tested this while running 3 block efficiency charms and 1 +3 stamina and I parried one poxwalker attack in the short moment before a crushers attack landed and it does make the block sound, but it does immediately kill you regardless. Thanks for pointing this out though I wouldn’t have known about it honestly! And I’d say the catachan is just as gimmicky as the power sword, or the chain weapons, they rely on their special action to make them interesting. But the weapon is still extremely viable without this. The Mk VII has an attack pattern that allows for good crowd clear with one input sequence, but allows you to swap to strikedowns with another. I’m not really sure what you mean by gimmick I suppose. Also I believe the parry already DOES have a shortening, sort of. The animation that plays, only uses the strikedown attack part of the parry if you catch it in the last moment, but it doesn’t telegraph this well. If you use it outside that window you only block the attack, and not use the return attack. I think this just makes it hard to tell where the difference between these 2 moments is.

This does work although I feel like it’s less intentional, hopefully if they were to implement another weapon with parry it could have a sweeping attack on the parry action instead of just a strike-down, to make it great for horde clear. Thanks for the response!

This is great to use against ragers although it doesn’t work for the issue with maulers and crushers, just since a traditional block is always broken by their attack and the damage goes through regardless.

One other detail after some more playing after reading people’s suggestions. You can hold down block, but it doesn’t move into any other attack very well, if you needed to attack again after using he Mk VII. I do think the parry needs some type of other rebalancing

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