• Datz@szmer.info
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    22 hours ago

    And some people STILL can’t beat it without parries.

    Granted, I’m in Act 2 (Expert), and I think the ludicrous level factor into damage is to blame. The fact every other (mini)boss you fight is overlevelled, and just a few levels seem to be a 2-3x damage difference, is so stupid, I imagine someone running into 3 in a row and just giving up.

    • samus12345@sh.itjust.works
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      19 hours ago

      I absolutely hate parry systems and cheated my way through it, although I lost interest once something spoilery happened to the main character you’ve been playing as.

      • Datz@szmer.info
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        11 hours ago

        I was actually optimistic, because I like Mario&Luigi, so these combat systems CAN work. The problem is, the parry systems in E33 are 80% of your success (if you don’t grind), yet are more shallow by comparison, and most of the depth is in the RPG parts that are just a supplement (unless you grind + play on easier difficulty settings, but it seems you need a Picto for AP on damage to let you have fun then)

        • samus12345@sh.itjust.works
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          3 hours ago

          Both Mario RPG and the M&L games have timing systems I don’t mind. They have pretty generous windows and don’t punish you too severely if you miss them. E33 was brutal on both fronts.

          • Datz@szmer.info
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            2 hours ago

            That’s also because M&L requires more attention to get the timing right. You need to look for cues who the attack will go to, see if you can jump on the attack or only over it, hold the dodge button rather than press, or multitask when both bros are being attacked. Or sometimes, DON’T jump, because you then take damage. The games are puzzle/action games with JRPG elements slapped in.

            E33 is extremely telegraphed (barring the very rare jukes) so it needs to compensate with tight timing and erratic animations, requiring both higher skill + trial and error. Sometimes have to press another button, but you don’t even need to figure it out (I tried to jump some attacks because of Elden Ring habits lol), the enemy or whole screen telegraphs it. It’s a JRPG with action slapped in, at its core at least.

            For another example, Deltarune and Undertale are basically action games too, but do a lot of stuff with their dodging, sometimes even switching genres to platformer/shooter etc.

            • samus12345@sh.itjust.works
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              26 minutes ago

              I “cheat” in M&L by pressing A+B or Y+X at the same time so whichever brother the attack is going to will jump/hit it.

              I didn’t mind Undertale and Deltarune’s systems, either. They usually utilized full movement rather than “press the button RIGHT NOW!!!”

    • Evotech@lemmy.world
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      20 hours ago

      Parries is why the game is fun imo

      Without it you would just click abilities and win every time I guess. That’s something for someone too.

      Some games I’d rather just take the game out of. Like expedition 33 I’d rather just be a TV show to be honest if your are making it that easy

      • Datz@szmer.info
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        11 hours ago
        1. This goes for every JRPG: if clicking and winning is bad, how is chess popular? It’d just mean the RPG part isn’t balanced (or is not your type of game)
        2. Mario&Luigi, the only series close to this I’ve played, just does it way better, some dodges require holding, almost all include figuring out who to dodge with, different effects depending on when you jump etc. Parries in E33 come down to timing one button, and occasionally pressing the others with very clear telegraphs. And dodging seems barely more helpful
    • Björn@swg-empire.de
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      22 hours ago

      Someone on YouTube made their first playthrough an all-hit run without parries or dodges. On Expert. They had to grind a bit but made it work. I think the Curator fight where he teaches you jumping was the hardest because his damage scales with your level.

      spoiler

      They even beat Simon without one-shotting him. Impressive stuff.

      It really proves that the game can be a normal JRPG, albeit a grindy one in the beginning.

      • Datz@szmer.info
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        21 hours ago

        It really proves that the game can be a normal JRPG, albeit a grindy one in the beginning.

        It’s unrelated to difficulty, but, is it a good one though? Being grindy to me is generally a pretty terrible thing in a JRPG. Part of marketing for SMTV’s rerelease was nerfing the impact of level on damage, and basically everyone loved that.

        I also don’t see many defensive options for the half of the game I’m at besides Maelle’s redirect, or maybe absurd defense/HP stacking, if defense even works.