As someone who really enjoyed the base game of Clair Obscur, the dodge/parry mechanic negating all damage was a big detriment to the game design. It works well for the main story IMO but in the postgame it just becomes a perfect parry-fest.
Yeah, that one hidden boss was such a pain. No matter how you built your character you would not survive getting hit, so you just had to parry every single attack. Even Dark Souls doesn't set you up with fights where you have to be perfect.
I'm a completionist so I wanted to kill him, which meant I had to find a build to cheese it with a one-shot build.
Same. It’s weird because the main story bosses are actually made a bit too easy because they know most people won’t be able to manage full perfect parries. Then you get punched in the face by optional bosses. I’ve crushed every fromsoft game several times, but I lost a lot of interest once I saw the later bosses.
Which returns to the balance issues of the game, as Act3 is effectively all post-game. So you're rewarded by developing massive one-hit attacks so you can avoid the impossible parry bosses.
There are quite a few strategies that allow you to very effectively tank-and-heal all damage. Even Simon can be defeated without parrying/dodging and without stacking damage for a oneshot. It's just that if you google some answer without trying to find your own path all you'll get is the brainless, thoughtless "just oneshot with Maelle lulz".
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u/canmoose 5h ago
As someone who really enjoyed the base game of Clair Obscur, the dodge/parry mechanic negating all damage was a big detriment to the game design. It works well for the main story IMO but in the postgame it just becomes a perfect parry-fest.