this post was submitted on 01 Jun 2025
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[–] The_Picard_Maneuver@lemmy.world 40 points 1 day ago (2 children)
[–] prole@lemmy.blahaj.zone 3 points 21 hours ago (1 children)

Been playing on hard difficulty, and I've died this way so many times lol.

Amazingly fun though

[–] The_Picard_Maneuver@lemmy.world 1 points 21 hours ago (1 children)

Nice! I finished last weekend on the standard difficulty, and there were a number of fights that I still had to grind out because they kept wiping my party. It's probably my fault for not taking the time to optimize anyone's build but Maelle.

[–] prole@lemmy.blahaj.zone 2 points 21 hours ago* (last edited 21 hours ago)

Hard difficulty has forced me to use all characters equally. To the point, where I'm constantly adjusting my party to try to keep everyone as close to the same level as possible.

I like it though, because it adds an extra layer of strategy when choosing who's in the main party, and who's backup when they (inevitably) die.

As someone who grew up during the golden age of Squaresoft JRPGs, I've been pretty disappointed with the difficulty level of most JRPGs that have come out over the past couple of decades. Some good games, but they're always like trivially easy. Baby games. So I'm glad that this one is actually challenging me. Haven't been challenged playing a JRPG since I was in high school probably.

[–] bjoern_tantau@swg-empire.de 18 points 1 day ago (1 children)

Gustave, don't die!

As if he's going to start listening to anyone now.

[–] The_Picard_Maneuver@lemmy.world 9 points 1 day ago (1 children)
[–] bjoern_tantau@swg-empire.de 6 points 1 day ago (1 children)

When Gustave keeps going after blowing his load.

[–] Kolanaki@pawb.social 3 points 1 day ago* (last edited 1 day ago)

We continue.

"Ahhh it's so sensitive! Ahhhh!"

[–] Albbi@lemmy.ca 16 points 1 day ago (1 children)

Dead Cells is like this. And because just blocking with your shield still hurts you I only try to parry and reflect all damage while taking none. Of course, I miss almost all of my parry attempts...

[–] SippyCup@feddit.nl 3 points 22 hours ago

There's a setting that will give you a visual warning with just enough time to react if you want to practice parrying.

I just throw a shield in my backpack and roll like a motherfucker though.

[–] madjo@feddit.nl 34 points 1 day ago (2 children)

Zelda Breath Of The Wild had that too. You could reflect the guardian's beam by raising your shield at exactly the right moment.

[–] bjoern_tantau@swg-empire.de 28 points 1 day ago (1 children)

Of course we all know that Link and Doomguy are the same person.

[–] SatansMaggotyCumFart@lemmy.world 15 points 1 day ago (1 children)

I wish yummy sexy twink doomguy slayed my demons.

[–] SolarMonkey@slrpnk.net 4 points 1 day ago (2 children)

Did it need to be the right moment, though? I remember going through that canyon temple with the guardians and just standing and waiting for the attack with my shield up, and needing to reposition to get it to hit them back.. but that memory might be incorrect..

[–] MelodiousFunk@slrpnk.net 7 points 1 day ago (1 children)

The Guardian and Ancient shields would auto-reflect beams, but still consume shield durability. Any shield could be used with the parry and not consume durability. (This goes for most if not all monster attacks.)

[–] SolarMonkey@slrpnk.net 3 points 1 day ago

Maybe that’s what it was, idk. I’m terrible with parry mechanics but it was also a few years ago.

[–] ltxrtquq@lemmy.ml 10 points 1 day ago

You could raise your shield and have the guardian destroy the shield but deal no damage to you, and you could also parry while your shield is raised to reflect the beam back. BotW had a parry button you could use while your shield was raised.

[–] Kolanaki@pawb.social 9 points 1 day ago

I hate when they say "PARRY IT!" and it's one of the jump dodge attacks. Always fucks me up 😖

[–] KoboldCoterie@pawb.social 17 points 1 day ago (1 children)

Maybe it's a magnetic field or some such that reflects the attack, but it's powered by a capacitor and discharges as soon as you raise the shield. Best explanation I've got.

[–] Rolive@discuss.tchncs.de 1 points 21 hours ago

I think that demons shooting in predictable arcade-patterns requires more explanation than the parrying mechanic. The game looks more like those old schmup games like Ikaruga or something.

[–] sevan@lemmy.ca 7 points 1 day ago (3 children)

My favorite mod to the game is increasing the parry time.

[–] bjoern_tantau@swg-empire.de 3 points 1 day ago (1 children)

Clair Obscur (really, any game) could really use the difficulty settings of Doom: The Dark Ages. You can basically adjust everything. Parry timings, damage modifiers, even game speed. Both to make it easier than default but also to make it harder.

[–] sevan@lemmy.ca 2 points 11 hours ago

Yeah, my only major criticism of the game is the way they handled difficulty settings. "Story" mode still requires you to learn the mechanics and play the way they intended. It should have been called "easy" or "casual" or something and had a separate "story" mode that is really just about enjoying the story without any combat difficulty.

I don't really enjoy turn-based combat or quick time events, so this game would have been a complete pass for me, but I decided to check it out on Game Pass and I really liked the art, music, and story. I ended up modding out all the combat challenge so I could enjoy it anyway, but it would have been better if I could tweak it through the settings and maybe end up with something a little more balanced.

[–] mic_check_one_two@lemmy.dbzer0.com 7 points 1 day ago (1 children)

It doesn’t help that all of their parry animations look like they trigger a solid half second after the actual parry happens.

Gustave does a pirouette, and doesn’t actually swing his sword until after the entire spin is complete. But the parry timing happens right as he starts to turn.

[–] prole@lemmy.blahaj.zone 1 points 21 hours ago

Yeah, that took me a while to figure out

[–] Kolanaki@pawb.social 2 points 1 day ago

It's weird that it's a smaller window than dodging but the animations are about the same speed. I tend to dodge more than parry, but I'm getting deeper into the game where you really want that extra counter damage to end the fight sooner.