NOTES Keep in mind, easier versions make dodge/parry animation longer and you might need to wait way longer before character get back to idle position due to time dilation while parrying/dodging.
your invulnerability window in seconds. once you pressed Q/E you have 0.15s of damage immunity in vanilla. higher modded values (like 0.45 in thrice easier version) allow you to start parry/dodge earlier so you don't need to rely that much on guts, fingers or knowing enemy animation.
I just want to thank you Caites because you made a wonderful game that I couldn't play, playable and enjoyable.
I had given up playing it, and it was heartbreaking because I was loving the game, but as I was moving through each new monster or boss was causing me massive issues because I was always reacting too slow. With this mod, I have been able to continue playing while still having a challenge. Not an impossible one, but one that still allows me to have to learn the patterns, and behaviours and react to them.
Thank you for making this game fun and still enjoyably challenging for me.
My biggest issue with this game is how theres no indicator of WHEN to parry/dodge, like there is with jump. No audio cue, no slight glint, nothing. I was parrying when it made sense to (when weapon comes down/is about to hit) and just taking a full face full of damage and it was infuriating. This lessens that. Slowly going to increase difficulty with this mod, lowering the timing down until i can actually figure out what im doing wrong. Honestly, what a godsend this mod is. Thank you.
The entire appeal of the combat system is it Mario and Luigi style dodge and parry system. You remove that and the game becomes very boring and one note. it's not designed with no active element in mind. Needing to learn the animation of every single enemy to learn when to counter or dodge is what makes this combat so good. A pure turn based system means every single attack will hit you no matter what and a lot of those attacks will KO you even on lower difficulty.
I think the game does a pretty good job of indicating when to dodge / parry by doing a little slowmo effect right before the hit and also indicating with a sound effect when the attack is happening
some encounters do a really good faint but you can distinguishe them pretty good when you listen to the sound effects.
I absolutely agree! I find the entite quick time event-system to be a big turn off. It would make more sense in a soulslike game than this, which is advertised as a turn based game.
And for the git good crowd, ever heard of having some casual fun? I play games to relax, not to master whatever systems some smartarse deviced to torture me xD
The entire appeal of the combat system is it Mario and Luigi style dodge and parry system. You remove that and the game becomes very boring and one note. it's not designed with no active element in mind. Needing to learn the animation of every single enemy to learn when to counter or dodge is what makes this combat so good.
It may surprise you to learn that different people have different ideas about what's fun and what isn't.
If you prefer not to play with this mod, you're welcome to your choice.
@goldmembergb - the nanosecond you said "learn the animation of every single enemy" you immediately lost any respect for your opinion. Learning the animation requires letting the attack successfully go off because the animation can have any number of speed ups or slow downs they decided to throw in there. You won't know what they are unless you did homework on YouTube first (spoilers and boring) or got one-shot to then know exactly when the attack is coming out. Trash tier combat.
It really doesn't. The enemy attack telegraphing can be really hit or miss. Some enemies you cant even see the attack because of the camera angle the game chooses, for instance on projectiles a second one can be positioned right behind the first so you cant see it. Bosses are the worst as they have unique longer combos and some can one shot so you can never really get a first time victory on some bosses, hence the soulsborne connection people are making where its trial and error. The more advanced persona style combat is great, but if there's one fault with the game its the dodge mechanic. The main issue is that the game's balance is constructed completely around the player completing near all dodges and parries. They are way too large of a portion of combat when the game has you spending so much time in the pictos menu getting your characters just right and then a boss all hinges on making a few timing button presses.
Please create a mod that skips the defeat screen. I'm tired of waiting for that cutscene — it really annoys me. I want to immediately restart the battle after a defeat, instead of sitting through that 10-second ending
No surprise. IMO, the devs truly screwed up here in one sense as they've completely forgotten what type of demographic normally plays turn based games. It's definitely NOT the Soulsborne crowd, I can safely say that. Yes, there will be plenty of people who enjoy both genres and that's just fine... but there are definitely going to be a large number of 'core' turn based fans who are the type who either absolutely despise, or simply cannot handle any sort of real time mechanic requiring reactions/timing... and this is the crowd the devs risk alienating.
This mod may well save the devs from losing that crowd outright. If they're smart, they should make some form of concession and at least allow a 'pure' turn based mode without any active mechanics whatsoever for that crowd as generally turn based RPG's are played only by that crowd.
The entire appeal of the combat system is it Mario and Luigi style dodge and parry system. You remove that and the game becomes very boring and one note. it's not designed with no active element in mind. Needing to learn the animation of every single enemy to learn when to counter or dodge is what makes this combat so good. A pure turn based system means every single attack will hit you no matter what and a lot of those attacks will KO you even on lower difficulty.
There is a bug on the site where a post doesnt appear to submit so you hit submit again. It's allowing for accidental rapid posts unintentional of the poster.
The days of me being able to do something in a 150 millisecond window are long past, so thank you for this mod.
There should be an accessibility option to increase the dodge/parry windows, in the same way there is an option to remove the QTE on attacking... but for now this mod will fill the gap.
I'm confused 'cause the game says dodging is easier than parrying, that's why it doesn't give you any advantage. But honestly, to me it didn't feel like the difference was as big as it should - and the numbers here confirm it. Could you make a version that increases the dodge frames only and leaves the parry frames intact?
I suck at reaction times LOL so this is helping me improve, and great there are 4 versions/difficulties to eventually scale up on competency, nice touch there.
175 comments
Keep in mind, easier versions make dodge/parry animation longer and you might need to wait way longer before character get back to idle position due to time dilation while parrying/dodging.
CHANGELOG
1.0.1 - added slightly easier version.
1.0.2 - added disgustingly easy version.
I had given up playing it, and it was heartbreaking because I was loving the game, but as I was moving through each new monster or boss was causing me massive issues because I was always reacting too slow. With this mod, I have been able to continue playing while still having a challenge. Not an impossible one, but one that still allows me to have to learn the patterns, and behaviours and react to them.
Thank you for making this game fun and still enjoyably challenging for me.
Honestly, what a godsend this mod is. Thank you.
learn the animation of every single enemy to learn when to counter or
dodge is what makes this combat so good. A pure turn based system means
every single attack will hit you no matter what and a lot of those
attacks will KO you even on lower difficulty.
some encounters do a really good faint but you can distinguishe them pretty good when you listen to the sound effects.
And for the git good crowd, ever heard of having some casual fun? I play games to relax, not to master whatever systems some smartarse deviced to torture me xD
If you prefer not to play with this mod, you're welcome to your choice.
https://gamerant.com/clair-obscur-expedition-33-easy-parrying-dodging-mod/
This mod may well save the devs from losing that crowd outright. If they're smart, they should make some form of concession and at least allow a 'pure' turn based mode without any active mechanics whatsoever for that crowd as generally turn based RPG's are played only by that crowd.
bro, you OK? Maybe you shouldn't spam.
Thanks ! :)
There should be an accessibility option to increase the dodge/parry windows, in the same way there is an option to remove the QTE on attacking... but for now this mod will fill the gap.
Could you make a version that increases the dodge frames only and leaves the parry frames intact?
I suck at reaction times LOL so this is helping me improve, and great there are 4 versions/difficulties to eventually scale up on competency, nice touch there.