Parry combo mechanics are super fun/satisfying, but too weak/inconsistent.

I love the feeling of diving in, parrying, disengaging and launching a frenzy charge spear-throw nuke, but the problem is that this 4-step combo is actually weaker than just spamming one skill (like lightning spear for example.)
And besides being weaker, there's some serious clunk to be ironed out to make it feel better and more consistent because for every successful combo, there's a failed combo attempt.

Solutions:

1) When you parry, it should apply the debuff in an AOE around your target, so that when you push disengage, it's much more likely to hit the debuffed target and not ruin the combo by not giving the frenzy charge.

2) Disengage should not consume the parry debuff. It takes effort/risk/skill to get that parry off, let the debuff stay for the full duration.

3) Parry should work against slams, aoe (maybe at the cost of a larger stun against you). It's too hard with the pace of this game to see whether a strike or unblockable move is going to hit you next in a swarm of monsters.
Last edited by KZA#6416 on Apr 11, 2025, 8:46:04 PM
Last bumped on Apr 11, 2025, 9:42:02 PM
I agree with 1 and 2. But I fundamentally disagree with 3.

Overall, I want to bump this post!
"
3) Parry should work against slams, aoe (maybe at the cost of a larger stun against you). It's too hard with the pace of this game to see whether a strike or unblockable move is going to hit you next in a swarm of monsters.


I think blocking (including parry) should just work against AoE by default, but not block full damage by default. I have a post talking about this:
https://www.pathofexile.com/forum/view-thread/3743266

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