Feedback about huntress - Parry (mainly) and power scaling
Just wanted to provide some feedback about the gameplay related to parry.
Like Jonhatan i enjoy engaging gameplay therefore i quite enjoyed parry until let's say yellow map and some of the outliers making it difficult to play. Until mapping i think parry is in pretty good spot and extremely useful, there are few bosses that are not really done for it (chimera for example) and that needs to be adjusted but overall, parry is useful and rewarding, beginning of the tree we have useful node for that, disengage is working ok (some issue with aiming that also needs to be adjusted) Mapping: A map like vaal factory is extremely hard to play with parry with its iteration. It is not only about being swarmed(even if monster speed attack animation should be reduced a bit in this one) and heavy stunned, something is off when sometimes parry is not working, it seems facing the ennemy sometimes is not working. End game activities: I understand not all builds should be able to perform in every end game activities however the current ones are detrimental to parry style. Ritual is barely playable, most of the modifiers are too punishing with not moving. Breach is based on speed and therefore we can lose time to try to parry. Delirium is okish expedition okish as well even if some monsters are very dangerous to stay put. Skill tree - Uniques I moved from disengage to build kind of elemental style (all ailments) with parry and FANGS OF FROST, wanted to build an hybrid parry melee ranged elemental. I don't think we have enough nodes to scale it properly, there are 2 nodes that scale damage after parry(beginning of the tree and that's it), based on the difficulty in endgame to parry, i would suggest to add more nodes to boost parry "combo" Also heavy stunn is one thing(not an issue as anyway you cannot stay in place forever) but it would be good to get some options to mitigate elemental damage and not only Hit when parrying, a few nodes would be useful or uniques. Maybe it would be nice to have also more nodes rewarding switching between melee and range, it will at least reward people engaging to use multiple abilities and hybrid playstyle. It is bit sad to see only accuracy/crit but it is the most rewarding so i can understand, would be good to buff the rest and have also something we can scale with stats fe for parry/hybrid ele style. Last bumped on Apr 14, 2025, 7:54:28 AM
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I suspect a lot of monster abilities needs a redesign to how their attacks can be parried. It seems so clunky waiting for it to happen and often the parry just doesn't work. The parry debuff isn't really worth the effort at this point.
True, during campaign some well placed parries can completely mess up the boss but I just don't see any situation outside of that where it is worth the hassle. |
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" It is more evident in maps indeed, where you may have multiple monsters that have splash damage, however i understand not everything has to be parried, it is also what i like in the sense that we need to recognize when to use it. It is too punishing for now unfortunately (in some maps or engame content) I will continue to push through, trying to go acrobatics and see if it helps a bit. Still i hope they add few nodes to help it in term of conditional damage after parry. Even a unique buckler with kind of "acrobatics" style for splash would be nice. |
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