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Parry Is Too Effective
Our fight shall literally last forever.

I had an engagement where I was dual wielding and in the kamikaze stance, against someone who was wielding one weapon.

I took not even a single hit because I was parrying their every attack, and all the attacks of the people trying to help them. On the other hand, even though I was in kamikaze with a skill that's ridiculously high – they were also parrying around sixty percent of my attacks.

This isn't the only time something like this has happened to me where my stats are boosted on candy and I'm sure my build is far above average, yet the parry system limits what I can do when I'm the one on offense. Frustratingly, if two characters get into a fight and are both using parry capable weapons, it's the character who is attacked that ends up with the advantage.

I can't see the numbers but I would imagine that for long blade/melee/short blade or what have you, the value for weapon defense is a lot higher than what you can achieve on your offensive score even if you're using the kamikaze stance. if you're dual wielding then your defensive capability becomes even more ridiculous.

The salve for this problem is supposedly to have a shooter with you, but then that turns every engagement into a stalemate where I'm inevitably just trying to flee because if someone "turtles" any further attempt at engagement is useless, assuming we're at a similar skill level. Though even being at significantly lower skill you can thwart someone better than you as long as you're in guarded. You may not counter all their attacks, but you can stall them.

I would imagine that in imaginary numbers your defense can be up to fifty but your offense will only ever go up to forty. Then that's affected by rolls and the result is a fight taking forever. (Especially if dual wield is involved.)

I propose that this is adjusted not to make parry useless, but to at least make the kamikaze stance weigh as much as the guarded stance. The way parry works right now negates any advantage I could have as an attacker and it's made me just avoid fighting if anyone who can parry if a gun can't also be involved.

I'm not sure what the intent was or if the system is even working as intended but my experience has been that I pursue conflict less because of it, and that seems like a negative outcome.

I bring this up now because with the armor changes fights are expected to last even longer. Mind, I love the armor changes.

Double posting because I forgot to include that I think weapons could have specific parry values as a way to help mitigate the stated issue. Have larger/two handed weapons gain a bigger offensive bonus but suffer defensively, or change it according to skill type. It being uniform doesn't seem to make much sense because why do brute force weapons parry as easily as ones that require finesse? And why do weapons that require finesse have the same parry penetration as weapons which require brute force?

If it already isn't a thing, I do like the idea of different melee weapons having different parry/offensive bonuses. It'd be a nice shift in meta to have people mix and match their weapons rather than just use the best type of that class 95% of the time depending on their opponent, whether they use defensive weapons or offensive weapons, and so on.
It's already a thing. As is someone's defense being reduced by the number of people attacking them.

Each weapon has it's own parry percentage.

It's probably just not something I can notice player side then, so that's my bad. I don't know if having multiple characters attacking one target should be a factor here though. It makes sense that would be a thing and I think it should be, but I wouldn't wanna have to rely on it.

Even when someone is being mobbed as long as they're dual wielding and possess similar skill as their attackers, their defense remains very difficult to get through.

Especially with 'endgame' combat on SD most characters aren't just outside, and your opportunities to engage them are incredibly limited. It comes down to being willing to try to take that character on one on one most of the time, with getting large groups attacking them usually being impossible.

If you aren't someone who uses a gun in what is now the most likely scenario for trying to get someone who doesn't show up in public often, it's kinda pointless since you'll be in a parry war till one of you goes guarded and the other is able to flee uncontested.

Kamikaze actually being able to compete with the guarded stance one vs one would make this less of an issue. That stance is already balanced by stripping the user of a ton of defense, yet still isn't that effective.

If I can recap the issue in TLDR so I got it right:

- Dual wield + guarded stance can make it impossible to land strike through on similar skill levels

- Solution to that is supoosed to either bring more people, a gun, or just… walk away

- But that is indeed not always feasible as getting to some people requires extensive OOC effort, often impossible to extend to 2 people

If I got it right... What is the solution for one player hunting another, without bringing a gangbang or respeccing their character into a gun user?

I'm not arguing the point of parry possibly being too effective. This is however the first I'm hearing about it. We refactored how parry/stances in combat worked/multiple attackers reducing the defense of the the person being attack a while back (5 years, then again a few years ago) and the testing at the time didn't show an issue.

I gotta ask, assuming the situation here is true and not just a weird edge case, if two people are of very similar skill / stat levels are using weapons that parry well… wouldn't it make sense that they end up in a stalemate if one person is attacking all out and one person is doing nothing but defend? Is that actually a bad thing?

There isn't one, Aida.

A character less skilled than you can parry many of your attacks if they're in defensive/guarded. And a character evenly skilled or even slightly more skilled than you can keep you fighting them until you're whittled down from guarded stance counters or you run away.

Weapons that aren't guns could likely just use more offensive modifiers for getting through parry, or to reiterate, the kamikaze stance could be enhanced.

As the system is right now, whoever is defending can basically be a one man army against even several similarly skilled opponents with guarded + dual wield. In my opinion that's upside down, there should be a way for the attacker to have advantage or to equalize without a shooter being there.

Over time the defensive modifiers may have just gotten stacked in ways that made parrying as the defender way too overpowered.

I have no idea how big of a problem that is, I live in the guns universe so if someone starts swinging two weapons at me I just think "cool, double loot" :P

But I dislike the idea that someone of similar/lower combat level (I do not know all the skills/stats magic so lets just say that) can just effectively op out of a fight by turtling up, isn't that what flee/hide/disguise is for?

@Slither

I entered my prior response before I saw yours.

I gotta ask, assuming the situation here is true and not just a weird edge case, if two people are of very similar skill / stat levels are using weapons that parry well… wouldn't it make sense that they end up in a stalemate if one person is attacking all out and one person is doing nothing but defend? Is that actually a bad thing?

To me the problem here is that it's a stalemate where the defender has the advantage. They can stay in guarded and rely on counters to chip away at whoever attacked them, and that sucks because usually the attacker is the one who's staked them out, even taken drugs, and has spend time just being able to ambush them in the first place.

I've been boosted on all kinds of drugs, made my move, and the defensive bonus of parry has ruined my plans because there's no way around it. If for instance, I could go kamikaze and force them to get out of guarded so that we're both taking consistent damage then there's less of an issue.

Kamikaze should, in my opinion, cancel out the guarded stance if we're both similarly skilled.

The extreme prevalence of guarded stance with bladed melee weapons does sort of suggest there is a intuited edge there that isn't addressed by contrary postures.

You would expect defensive and offensive postures to cancel out as though both characters remained in neutral posture (and they appear to, more or less, in my experience). I'm not sure I could say this is equally true of guarded and kamikaze because the bonuses may cancel out in value but the mechanics of parry and counter attacking change the way combat works beyond just a bonus to attacking and defending.

Intuitively it would make most sense to me if guarded worked in mirror to kamikaze, you continue to attack normally as you would in any other posture with the higher defense and lower attack bonuses of the posture but without new mechanics like counter attacks on parries.

I would also add that guarded posture working differently with some weapon types and not others, whereas kamikaze works similarly for all weapon types, creates an inherent unbalancing where the two halves of the posture spectrum are going to be unequally balanced in different contexts but only ever beneficial in some special way with guarded.

If counter attacking was kept on guarding it would make the most amount of sense to me that kamikaze stance could also counter attack in addition to a players current attacks, with any weapon, when the opponent attempts to strike.

However then I think the only good postures would be kamikaze and guarded for all weapons, so its probably a lot easier to just ditch counter attacking entirely and give guarded regular attacks at a stat disadvantage.

It would make sense for double wielding to also provide the same amount of offensive bonuses (again, if it doesn't already) so that the defensive bonus equals the offensive bonus in a fight between two equal characters where one is kamikaze and one is guarded. I've noticed some issues myself in how the defensive bonuses with melee weapons when it comes to parrying seem to outweigh the offense in almost all cases.
Double posting, but one idea would be to change the double wield bonuses to change depending on the stance you're in. Defensive or guarded giving you a bonus to parry, whereas offensive or kamikaze can give you a bonus to to hit or something like that. I'd even go as far to say that it could just be a flat weapon spec point that takes effect once you're in an offensive or defensive posture so it is literally the same exact mechanical advantage you get, so they'd cancel each other out.

It'd still keep defensive play a little more advantageous though due to the nature of how certain weapons have higher parry rates and chances, so maybe it makes sense to introduce differing offensive bonuses to weapons like Necronex suggested as well to make up for that – or remove that entirely.

It also occurs to me that going from defensive to guarded postures could increase the number of actual attacks a character is making which in those contexts seems like an outright benefit to attacking power overall.

I suppose if kamikaze stance was going to cancel out guarded in the true sense so that it was the same as both characters being in neutral stance, and counter attacks were kept as a mechanic, then the choice could be to make someone being attacked by a character in kamikaze stance unable to counter attack anyone.

It would also have the carry on effect of making group gang fights a lot more dangerous for PCs so they aren't mopping up big groups of NPCs which I would see as an improvement.

Being able to rely on counter attacks in a fight is what breaks combat. If it were a roll so it could happen in any stance but infrequently like how it works for shooters, that'd be more balanced. I've seen the guarded stance make even events like UMC lame because one fighter can sit back and watch someone eviscerate themselves on their counters. Usually your only two choices are to leave or keep flailing about hoping you can get a hit through.

I agree with 0x's take that counters are what make the guarded stance so much more overpowered than any of the other stances. Making it impossible to counter someone who's in kamikaze may also be an option if we're talking actual changes though.

One person is trying to guard, whilst the other is a berserker who has given up all sense of self preservation to kill the other guy. The berserker is at much more risk of death if their target has help show up, because then they have to scramble to defend themselves. That should come with greater reward.

Cowbell's idea is also great for the dual wield dilemma. If in offensive stances dual wield gave you offensive bonuses instead of defensive ones, you'd cancel out the dual wield defensive bonuses of whoever you're fighting.

I wouldn't suggest also making it easier to hit your target because that might be cutting too much into shooter turf. There should just be ways to cancel out defensive bonuses if you're taking risk as the one in an offense heavy posture.

Yeah, I don't know how the parry code works. It's entirely possible it could just be rewritten so that offensive/kamikaze with double wielding just reduces your opponent's parry percentage or something like that as a debuff rather than a spec bonus or a to hit bonus so that it only affects parrying and nothing else. That's better as to not get into gun territory.
Combing through all my logs for all the instances of combat with someone in guarded posture, it does look like bleeding tends to be a pretty common factor of instances where someone was guarding and then won (or was winning on health). Of course bleeding is a common appearance in all edge weapon combat so that could confuse things.

Still, there appears to be a lot of instances of edged weapon combat where players are counter-attacking and bleeding their opponents out. Instances where there was no bleeding (like blunt vs blunt) seem more obviously situations where guarded stance was making the fight much slower but not, at least overtly, making the guarded character seem advantaged. However I don't have too many examples of blunt vs. blunt guarded combat to look at (pretty much just UMC fights) so hard to really draw conclusions.

I'm not exactly great with statistics but if the damage someone is taking from bleeding is not variable based on the opponents attacking power, them parrying attacks and making fewer attacks with stat disadvantages would be less important than just drawing combat out for as many rounds as possible, wouldn't it?

Could make it so that you can't apply bleeding while in guarded through counter attacks, but I do think ultimately overall the reliance on counter-attacking should be looked at and adjusted entirely, not just the bleeding part.
Yes, I think you're right. Bleeding is really a tangent, counter-attacking is the main cause.
I'm on the clock so I had to mostly skim this but just wanted to chime in that I've also experienced the issue of parry stalemates even against targets that are considerably outnumbered, and very high parry chance from a PC that (I believe) was fairly lower in stat and skill to mine.

What I've REALLY been wanting to ask too, is whether guns parrying melee weapons is intended or not. This has happened to me at least three times, and I was under the impression lack of parry was meant to be one of the drawbacks to using a weapon type that otherwise has significant advantages.

All weapons have a parry chance. Guns are just much much lower than most other weapons.
I will try to work in some testing of this when I'm testing armor to see what is going on here. My recollection was that kamikaze should offset guarded and that multiple attackers should degrade guarded as well, but maybe something is amiss.
Disclaimer : I have less than a year of experience with PvP combat and the various systems involved.

I think that I am mostly following what people have brought up in this thread.

I am going to offer as vague as an anecdote as possible based on my brief experience with dual wielding.

GUARDED ATTACKS / DEFENDING ONESELF

I don't think that GUARDED + DUAL is an insurmountable problem. As my characters and other characters have been going back and forth with each other, on a regular basis, over the last 7 months, turtling hasn't been the "OMG game breaking strat" that I believe some comments here perceive it as.

Keep in mind, that is a sample size of 1. Myself. And about half a dozen other characters who my character has gone head to head with. Take it or leave it.

As for GUARDED > KAMIKAZE , generally speaking , I'm all for that. It pretty accurately reflects "reality". Given two opponents of equal skill, it is much harder to land effective blows on someone who is trying to avoid getting hit, than it is to defend oneself against those attacks.

In fact, from a thematic POV, I kind of like the idea of two opponents who often fight to a stalemate and need to enlist the help of others. It's a good ego check. It creates RP opportunities. It fosters community. There are a lot of pluses there.

WEAPONS TYPES AND PARRYING

@Slither mentioned that various weapons (weapon types?) have varying abilities to parry. If it really is weapon specific, then there should be SOME weapons, like all of the knives except the kukri, that CANNOT parry at all. Unless we're suspending all reality there, there's "NO WAY" that a stiletto or typical spyderco type lock blade is going to parry… anything. Knives are ALL offense.

On the other hand, there are probably some weapon types that should / could have very high parry / guarded bonuses. Like a baton, though I'm iffy on that. Or the bo staff.

MULTIPLE ATTACKERS

This is the one area where I think the game needs a lot of work and is "broken" in the way that combat currently works. If the purpose is to have an anime / action flick like vibe where our characters are "heroes" and after a year or two, they are supposed to be able to wade through hordes of mementos and only be challenged by other "boss like" (to use a video analogy) characters, then the current system is fine.

If the game is supposed to skew more towards reality, then anytime a character is fighting more than one opponent, the negatives should start stacking exponentially.

It is REALLY hard to fight more than one opponent. Especially if they are armed. Especially if they are using different types of weapons. Even specific fighting styles have advantages and disadvantages. For example, the common MMA styles and techniques that we see in UFC make a lot of assumptions about a 1:1 fight. Grappling someone and trying to submit them in the middle of street brawl against multiple opponents is a "bad idea".

ONE WEAPON TO RULE THEM ALL

AFAIK , the staff has been pretty good about avoiding a single weapon / meta that defeats ALL other weapons / armor / skill + UE combinations, ALL the time.

The closest I think we ever got to that is I vaguely remember a few years ago @Slither gave the katanas some sort of special, single hit death strike / decapitation mechanic. My recollection is that the rest of us threw such a fit over it, that he ended up backing out that change. (Correct me if I'm wrong).

A few years ago there was a very well known ganger who cycled through melee weapons with such frequency that it felt like I was never killed by them using the same weapon twice. Bats. Shovels. Pike Axes. The most random stuff. Part of me thinks they kind of enjoyed finding new weapons to kill my character with. =) My point is that there is a lot of weapon variety in the game.

SUMMARY

I do NOT think that parry / guarded + dual wield is too strong. That's based on pretty limited personal experience though.

I do agree that multiple attackers need to be looked at. Unless, the combat system has been intentionally designed for that anime / action flick dynamic.

Thanks for being willing to look into this, Slither.

It wasn't me that added decapitation. I don't like severing limbs in combat at all. I think in general severing limbs kinda stinks. I pushed for it to be removed.

Appreciate the additional info. It will help while looking into it. I tried to reach out to those who reported this issue in the thread, tonight, to do some testing but they weren't available. Will try again soon.

(Edited by Slither at 9:34 pm on 5/12/2025)

Mirage was the one who coded in parry, not Slither.

I also agree parry needs looking at, primarily in the guarded posture. I feel like if the guarded posture lost its counterattack potential, or at the very least, if it had a less offensive rating, this would be less of an issue.

That said, there are a number of weapons in the game that make very little sense to be dual wielding for parry bonus. Katanas, sledgehammers, pickaxes, I am going to mention brass knuckles only because I think these should be a "pair" and not singular items.

Rifles are subject to two-hand limitations, but many melee weapons are not. That should be addressed.

Pretty sure a pick axe already takes two hands. I could be wrong.

Also… Parry has been part of the game since before I joined.

Let's not get off topic here. This thread isn't about the number of hands a weapon takes. Really can't stress enough that we should keep threads on topic. Handedness of weapons should be it's own topic.

(Edited by Slither at 8:19 pm on 5/14/2025)

At least one of the weapons you listed already can't be dual wielded (pickaxe). i.e. It's already a two handed weapon. I'd personally love if certains weapons had more offensive modifiers slapped onto them and less defensive ones though. It being impossible to dual wield sledges but also making it so one sledge gets through someone's parry more easily would be great.

Weapons that require brute force operate too similar to weapons that require finesse, and that also goes the other way around.

I'm still on standby to help Slither test this whenever possible, assuming he meant me in that last post because if I were contacted I was likely asleep at the wheel.

@Slither

Respectfully, handedness is a related component to the parry debate. Whether swords like katanas should be able to be dual wielded has been a debate since about 2019-2020, specifically because of the perception that lighter weapons should have more capability of parry over larger, more cumbersome weapons.

I am fine with the idea that those larger, more cumbersome items have a greater ability to penetrate parries, so long as they cannot be single handed.

Just for reference…

Long blades need a balance pass

A lot of what has been described here is aspirational for what people want parry to do, and how they want it to work (such as taking into account the weight of a weapon or the handedness when determining if you break through a parry). The system does not care about any of that right now and I'm not looking to change it at this time.

The only thing I'm going to look at is the balance between:

1. guarded vs kamikaze

2. how dual wielding a weapon impacts parrying

Our parry system is not super deep. I don't know that it needs to be overly complex to serve its purpose. It sounds like there might be a balance issue w/ guarded based on feedback here, but I need to test to see.

Almost everything else mentioned here is effectively a feature request or an assumption that our parry system does a lot more than it actually does.

If there is a balance issue, it should be fairly straightforward to rectify without changing the entire underlying system.

Based on recent poll results, it does not seem an overwhelming (or even majority) of players find parry to be too effective.

PARRY EFFECTIVENESS => What has your experience with weapon parrying been?

OPTION VOTES

skip 26

I use a weapon that doesn't parry often. 8

Parry is too effective 10

Parry is not effective enough 4

Parry is well balanced 7

10 people said it was too effective.

11 felt it was well balanced or not effective enough.

Can you explain how half of the respondents saying that parry is too effective is not a significant percentage?
This problem mostly occurs at the top level of combat characters and I think it'll continue to be one that causes anyone not using a gun to have to min/max to extremes. I won't fight the result of the poll though.
This problem mostly occurs at the top level of combat characters and I think it'll continue to be one that causes anyone not using a gun to have to min/max to extremes. I won't fight the result of the poll though.
Well, to me the results of the poll says that parry probably is too effective if half of the respondents to the survey said that it is too effective.

You have to remember there are lies, damn lies, and statistics.

Speaking as someone who chose the skip option, I can say that the voting poll was poorly worded. Because I honestly don't know the answer to this because I count myself as a non-combatant so I don't even have a pony in this race. Parrying? What's that?

Maybe the weapon I do carry is considered to be a weapon that parries often? I don't know what weapons those are? But I don't count on parrying to even be part of combat, so I would still choose me carrying a weapon that doesn't parry often? So those who don't have a high parry weapon don't have a pony in this race either because they wouldn't know?

That means of the 55 people who voted, 60% of the respondents indicate that their knowledge is too limited to give an accurate assessment.

So of those people who answered and believed that they had enough knowledge of the combat system to give an opinionated answer, 50% of those players said parry is too effective.

Now the counted votes go from a small minority of votes at 20% to close to a majority of votes at 50%.

This is how statistics lie.

It should be noted that parrying is fine, up until someone dual wields. Then it's broken. The poll should be redone specifically in regards to the dual wielding bonus to parries.
@batko

Thanks for your response. What you wrote was what I assumed that it's like at the extreme.

@slither

Sorry for the duplicate thread.

All,

From a game play perspective, is this a major issue?

Assuming that what batko said is true, my opinion is, it seems reasonable to me.

Let's say someone spends 5+ years keeping a character alive to Max UE. Then theymin-max it to the point where it's a dual wielding parry super machine.

That character then gets smoked by characters wielding firearms. And the player is left with a character that "always" wins some fights and "always" loses others.

Is that an issue?

In my mind, it isn't. That's a system that is working. Checks and balances. Compromises. No single build that wins 100% of the time.

I am not a fan of someone becoming unbeatable 1v1 for certain characters, this suddenly make it near impossible to kill if they do not wish to risk it as… Camping out of flats is hard as it is, and getting few people to do it together? It's a problem.
What type of dual wielding are we talking about?

Two weapons of the same kind?

Or two different types wielded, such as a high caliber smudge with a ceramic katana to parry?

I am glad people are figuring out that 'duos' are codedly mandated. Yes, it sucks.

It doesn't have to be two of the same weapon. This was a major complaint years back when it became the gang meta. You could have a ceramic katana in one hand and a bokken in the other and be unbeatable in melee without having to bother with paying for a good offhand weapon.

Don't shoot the messenger. I'm just relaying the results of the poll :)
When people say "parry is too strong", they mean dual wield + guarded posture.

I don't have the precise results of the testing I did a while back, but I will give you an idea of them (I doubt anyone would indiscriminately trust my findings anyway).

PC1: Combat Oriented. Max UE

PC2: Balanced/Utility Oriented. Max UE

PC1, stanced kamikaze. Attacking.

PC2, stanced guarded, dual wielding, defending.

Roughly 1/>100 attacks broke guard. Obviously any character in the game would be dead after eating 99+ counter attacks, which land with a 100% success rate on someone in kamikaze stance. Meanwhile, if you are neutral or offensive, there is zero chance you are getting through guarded posture.

Offensive vs Defensive and such had much more favorable results.

Ultimately, this means that if you know someone is going to posture guarded (or turtle), there is no point in even attacking them. They will remain in guarded, shave off your health with counter attacks, and then leave guarded only once you are hurt enough that no matter how many attacks you land, they will still kill you first.