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Posted

I'm curious why block and parry while dual wielding isn't a thing. I get that the block button is generally LT on remote and it's converted to attack but wouldn't it still be possible to parry with 2 weapons? I'm running dual daggers and I was wondering why cant it be, for remote controller anyway, hold both triggers to block when dual wielding 2 of the same weapon types?

 

I get coding it may be difficult but I realized parry does nothing if you dual wield. I ain't upset just wondering if it was an oversight or just not enough time to get done.

 

Anybody else think it'd be a good way to implement a block feature for Dual wielders? I don't like being forced to tank or dodge I want to block at least some damage with a parry option for the skill in the ranger tree.

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Posted

That's a fair assessment. I just figured if it's possible to do it with a combination of buttons I mean if older games could recognize multiple buttons as a combo attack command or a finisher then why cant we block?

I personally like the LT and RT controlling their respective hand even when dual wielding. The only reason I can feasibly see why they wouldn't do both triggers would be for rage gamers that try to speed mash when they get frustrated. It's just an idea I had and hoped it could get traction enough to be considered implementing in the game eventually. Thought others may feel the same way.

Honestly I play on xbox and idk why we don't have keyboard and mouse input. 

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  • 1 month later...
Posted

Agreed, blocking/parrying while dual wielding would be great, I started playing dual wield on my first character and not a being able to was the sole reason I changed fighting style.

I can see two solutions for this, with similar outcomes, ultimately allowing for greater flexibility.

ADVANCED CUSTOM KEYBINDS

Set by the player, allowing the mapping of one or more buttons in combination to do more advanced actions. E.g…

L Trigger + R Trigger = dual block/parry

L Trigger + A = Dodge (sometimes dodge is too easy to trigger, with direction plus jump while exploring leading to untimely deaths, though this combo could conflict with grimoire spells)

I’m sure there are more ideas out there.

CONTROLLER SETTINGS

Additional controller presets (currently 3 default/southpaw/custom), built by the devs for specific play styles, allowing for block/party while dual wielding.

Or a toggle setting, allowing you to block/party with dual wielding with a predefined combo press. That way, if you’re rage gaming and mashing you can forgo and mash to your hearts content.

 

 

 

 

  • Like 1
Posted

I agree with you especially with the direction plus jump dodge being a bit too touchy. I think the play style or toggle settings would probably be the easiest for obsidian to implement but I don't know a thing about coding so it might break everything. Honestly I'd prefer the advanced keybinds but I wonder if it is because of the animation effect it would need for a dual wielding parry as to why it isn't a thing.

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Posted

Yeah, no coding knowledge either, but that would be my expectation too. (toggle being easiest to implement)

Good point, I didn't even think about the additional animation required! I suppose we can only pray to the powers that and hope Obsidian see this suggestion and can make it happen.  From what I’ve seen, they already ran with a few community suggestions (NG+ to name one)

Hopefully they’ll continue support for the game past the current roadmap and can look to add this in.

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Posted

Them listening to the community for NG+ was why I made this post in the first place to see if i was alone or not with this want. Honestly I figure they've seen it already since it was moderator approved but any suggestions for ease of adding would be awesome to add to make the idea easier on them. Another option if obsidian didn't want to implement it themselves would be to open it up for mods but I don't Honestly think xbox will get mods for it any time soon.

I haven't checked the roadmap in awhile but I feel like they will support it past the current roadmap. The lack of mod support insinuates that IMO.

  • Like 1
Posted

Fingers crossed yeah, I forgot your post started back in June.

The forums seem to be pretty quiet and seems a pity no one else showed support for on this post sooner. Hopefully it has been passed on to the devs like you say, due to mod approval.

Can’t fault your logic on the mods/roadmap either. I couldn’t see any signs that the roadmap changed much if at all, looks like they’ve always delivered on their promises and then a few small extras here and there too.

I’m thinking we’ll see the Fall Update about 4-5 weeks from now (Sept 15th onwards) judging by the previous time between updates, hopefully they’ll announce a 2026 roadmap around the same time. Will be fun to look back when it does drop and see how far off I am 😂

Have fun in the meantime 🙂

Posted

We can only hope. I love the combat in the game and want it to expand only very little. I really didn't realize that it had been that long since I started this thread. I figure it'll be around a week after the update if we're gonna get a new roadmap. Not positive just a bunch. It will be fun to look back on it.

You have fun as well man. I think if they don't do the parry dual wielding function ill try a new magic only playthrough. I ain't great with the magic in combat but I need to give it a dedicated run instead of just throwing it in on less than optimized builds for it.

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