Page 1 of 1

Parry and Modes

Posted: Fri Jul 22, 2022 2:06 pm
by Flatted Fifth
Currently, if you have Fighting Defensively active and you activate Parry mode, it cancels FD and/or CE. GOOD. As it should be. BUT.... the reverse isn't happening. If you're in Parry mode and try to activate FD or CE, you just get a server message "You cannot perform combat actions while parry mode is active". Same with Combat Expertise. Let's look at why this is bad and why activating FD or CE SHOULD just cancel parry instead of telling you "tough luck, buttercup".

You're a tank and you're fighting using FD or CE fighting a baddy and it's going a little badly. You can instantly switch to Parry mode to up your defenses, turning FD and CE off. Great! If you've been wise with your skill points you now have +10 ac and the healer in the party gets some time to help you out. Now you want to switch back to actually pummelling instead of hoping for a riposte (maybe you wear full plate and don't riposte that often) but now you have to deactivate parry before you can activate FD and/or CE. Meaning you're vulnerable for one or two hits between canceling Parry and activating FD or CE.


TLDR; Please make FD and CE cancel parry instead of us just getting server messages that we cannot use them with parry. It will save us some time in a real time game. It's not like activating FD or CE while parry is active is likely to happen on accident. Just assume we know what we're doing, ok? ;)

ETA: Is the cooldown on FD really necessary? I don't understand the purpose of that.

Re: Parry and Modes

Posted: Fri Jul 22, 2022 3:29 pm
by DaloLorn
Can't be done. Disabling parry mode when casting spells (or enabling other combat modes) was Rhi's first idea, but it didn't work.

Re: Parry and Modes

Posted: Fri Jul 22, 2022 5:41 pm
by Rhifox
Bugsidian. The function to tell Parry to turn off by script doesn't actually work. FD and CE were originally programmed to cancel it but that had to be changed because of this broken-ass game.