Parry not working - suggestion how to change

Hello GGG,

As the title says, I don't think the parry mechanic the way it is implement right now works, because:
- player needs to trigger it at the right time, as not all monster attacks can be parried
- most of the time I find myself waiting for the right moment to parry just to be able to make it
- even if you successfully parry, in case the character is surrounded by mobs, which is most of the time, you need to make sure to disengage on the mob that has the parry debuff, to get the frenzy charge

This makes it almost impossible and not worth trying, which in turn puts me in the situation not to be able to generate frenzy charges and missing out on a strong mechanic

This way of parrying works in a Souls Like, 3rd person game, but imho not in POE

So, my suggestion how to change
- make parry a chance to proc while character has a buckler equipped
- make parry debuff a personal buff that procs when character disengages

My 2 cents

L
Last edited by Add1kted#2206 on Apr 6, 2025, 4:02:15 AM
Last bumped on Apr 7, 2025, 10:22:32 AM
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Add1kted#2206 wrote:
Hello GGG,

As the title says, I don't think the parry mechanic the way it is implement right now works, because:
- player needs to trigger it at the right time, as not all monster attacks can be parried
- most of the time I find myself waiting for the right moment to parry just to be able to make it
- even if you successfully parry, in case the character is surrounded by mobs, which is most of the time, you need to make sure to disengage on the mob that has the parry debuff, to get the frenzy charge

This makes it almost impossible and not worth trying, which in turn puts me in the situation not to be able to generate frenzy charges and missing out on a strong mechanic

This way of parrying works in a Souls Like, 3rd person game, but imho not in POE

So, my suggestion how to change
- make parry a chance to proc while character has a buckler equipped
- make parry debuff a personal buff that procs when character disengages

My 2 cents

L


I would make a middle ground. Make pressing parry start a 0.75 second cycle where the first thing that can be parried on this period is parried. But you do not need to SIT and wait the attack come and you can continue to play. Now give it a 1 sec cooldown and you will nto simply keep spamming parry all the time. So I think this would be a nice middle ground
I have some issues with whats parryable and not, but overall its going rather smooth.

The thing you mentioned when its a hoard of mobs, and my parry-marker gets on one of the right side slightly, I disengage directly and miss it since my mouse was not aiming the right way, it happens, but on like chokepoints, I simply hold up shield, get a parry in and do a disegange.

Not sure if its a cooldown,lag a quantity or some mobs just dont want to get the parry-debuff on then, even if I do the whole block animation and whatnot.
And sometimes I can see a few of em with the debuff after one parry.

The parry debuff is a great source of damage for talents and stuff, but if you need frenzy charges and running crit chance, snipers mark works damn good on the mobs that survives a few hits. pair it with the chance to gain extra charges is also rather solid.

I am glad with how it is mechanically so to say, hold shield up, get hit.
But some minor tweaks to it would be neat yeh.
Last edited by catstyle#1245 on Apr 6, 2025, 7:47:59 AM
Other than disengage being hard to hit when enemies are clumped together, I disagree with you in everything.
I'm enjoying Parry as a mechanic, I'm enjoying using bucklers. I'm thinking they may even outshine shields, since they offer both defense and offense.
Your suggestions would make the whole mechanic insipid.

Maybe a warranted change would be to increase the width of Disengage, so it doesn't miss the target as easily.
I'm still only lvl 17, so I can't discuss how easy or difficult it is to obtain frenzy charges.
Last edited by Huginn#2767 on Apr 7, 2025, 10:21:21 AM
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Huginn#2767 wrote:
Other than disengage being hard to hit when enemies are clumped together, I disagree with you in everything.
I'm enjoying Parry as a mechanic, I'm enjoying using bucklers. I'm thinking they may even outshine shields, since they offer both defense and offense.
Your suggestions would make the whole mechanic insipid.

Maybe a warranted change would be to increase the width of Disengage, so it doesn't miss the target as easily.
I'm still only lvl 17, so I can't discuss how easy or difficult it is to obtain frenzy charges.


Something that could be made is a sort of AUTOTARGET the monster that trigger a parry so next attack.. targets it.

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