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Why many action-orientated games in a while have these? You just have to press the parry or roll button at the right moment (usually before an enemy attacks) and you don't get damage from i-frames given by your animations.
Maybe it's easier to program and people are already familiar with that game design over trying something more cryptic while still offering a satisfying feedback.
Maybe they should make enemies and bosses with these in mind or give you bigger penalties from missing your dodge or parry with a critical hit.
Maybe it's easier to program and people are already familiar with that game design over trying something more cryptic while still offering a satisfying feedback.
Maybe they should make enemies and bosses with these in mind or give you bigger penalties from missing your dodge or parry with a critical hit.