or all the complaining out there about how unfair the bosses are in this DLC, i'm not seeing many people taking the parry route, and you are not gonna convince me that's because it isn't their "preference" (what the vast majority of people "prefer" to beat the boss and if there was an easy way to do it they would take it). It's because it isn't actually as easy as the "pros" make it look.
Then why do you have recommended so many times people to learn to parry enemies when they complain about difficulty? I assumed you recommended it because it made the enemies easier, as you did so when people complained about difficulty, as you don't have to deal with their "bullshit" as you yourself has said multiple times. And if the player had problems, then why recommend a "pro" move to someone that is struggling?
And it's also completely false that it doesn't require "learning
While the timing is more strict than a dodge and it takes time to get to learn parry timing
Please, take time to read and understand what others are writing.
BTW, stopping combos in their track is actually a thing in Sekiro as well. It's the reason why aggression is rewarded in the game. The more you press on the boss, the more he'll default to a select number of reponses meaning there's less to learn. It was a viable tactic when i started the game. I beat the second phase in Lady Butterfly without even seeing a single one of her "illusions" simply by locking her in a constant barrage of attacks, to which most of the time she responded with that kick combo of hers. It was only later, once i become more proficient with the game that i allowed bosses to let their combos play out in full.
Doesn't contradict anything I said. In fact you are describing how good is the offensive gameplay on Sekiro and how it is rewarded more than ER. Which, yeah, is a good element as it rewards learning bosses to be able to push them and pressure them. Even ER tried the same with the posture system
With all that said, it's still obvious to me that FromSoft was actually begging the player to use parry a lot of the times.
So is it a strategy to make bosses easier or just for "pros" to defeat enemy faster?
here's too many situations of enemies having very OBVIOUS tells in their attacks. Meanwhile, there were enemies that were actually quite tricky to parry, like the Godskin Apostle, or the Black Knight Assassin. There is no rule that dictates parry = easy. Sometimes it's the easy option, sometimes it isn't. Sometimes they make it the easy option because the roll option is hard. Sometimes the roll option is the easier one, and sometimes they are both hard. To me, it felt like they were just exploring all possibilities and leaving no stones left unturned in terms of challening the player in figuring out the best solution to the various problems they were being subjected to.
So with this description, I gather it is just another option, with is advantages and disadvantages, not a "pro" option.
Lastly, i don't think FromSoft has ever had any interest in terms of emulating action games like DMC and i sure hope they continue that way. I do not buy this notion there is a way action games "ought" to do things, least of all with using DMC as the metric to use.
Well, they had emulated many thing from other actions games already. Sekiro's parry is similar to DMC Royal Guard. but adapted to a "stamina" based system. Nioh has multiple types of parries and works great. Also why not DMC? Despite their differences in design, there are many elements of DMC that would feel at home in a Souls games (attacks being able to clash, timed attacks, delayed attack chains, animation cancelling, etc). Very short sighted of you, DMC is actually pretty fucking important for modern action games, it created a whole genre by itself and was very influential for all kind of games, like it or not.
h, one thing. Anybody cheering about the inclusion of the Deflection Hardtear should take a moment to consider what it is they are actually clamoring. That's because once they put that thing in the game they had to includes combos that gave you a reason to use it. Things like, you know, the endless helicoper combos and other things of that nature. The Horned Warrior is a case in point. Awesome that you can just deflect all of his attacks, isn't it? And yet, nobody is talking about the poor people who prefer rolling and now are stuck with that shit, same as the Curseblade guy
Nah, not buying it. Can use the same argument to critize parrying, knockback, poisebreaking, dodge AoW, etc in the same manner as a way to "justify" the existance of those "helicopter" combos (again, the "bullshit" you recommend parrying for). Guarding is even better to deal with long combos, should they remove guarding?. Also, yeah, people have already put forth that, if bosses and enemies have long ass combos, we should have Bloodborne dodge + Sekiro's parry, of course many are happy with it. Literally make ER2 with the same type of bosses and enemies but those mechanics as default and it would be fucking great.