Odd take. Resource management is key in a lot of games to the entire design of how they play.
I play heavy tank builds in those games and block/dodge instead of parrying. It’s just a different mindset I guess to enjoy that level of resource managing to know when to commit and when to back off and get defensive. It forces the player to be strategic so you don’t leave yourself winded mid string.
I guess what I call strategic playing you call tedium. To each their own.
JackbyDev@programming.dev 1 month ago
The thing I hate about parrying games is that there’s rarely ever any consistency about what you can and cannot parry and also never any way for you to learn if you’re parrying too early or too soon or what.
jacksilver@lemmy.world 1 month ago
Lies of P did a great job of color coding things (and generally being more leinent/realistic with timing). It can still be a hard game, but the most approachable parrying based game of that ilk.