Bug: Inconsistent PVE Color Indicators for Enemy Attacks
163 °C
Bug #2888

Inconsistent PVE Color Indicators for Enemy Attacks

Status: Open
Priority:
Medium
Added by:
r1med
on December 19, '25
Assigned to:
Unassigned
Due date:
Reported for:
0.1.0 Auto
Roblox Id:
288559958
Roblox Username:
rimed2503
Slot:
Not set

Steps to Reproduce

No steps to reproduce

Explanation

So PVE colors are actually a great way in my opinion to actually show a player that does not know how to fight an enemy the way they could fight against it BUT the game is so inconsistent with what the colors mean and it's just a visual effect at this point for example:
we all know that the red attacks mean unparryable/blockable and only dodgeable but the nightmare thresher's red breath attack can be parried?
then for the new white outline effect that means jump we all know that we have to jump but you can parry thresher swipes and not the shogun's stomp/swipe?
or how about the blue outline which means crouch or block for high posture again shogun's blue attack needs to be crouched or blocked BUT the owl's dash ability which is also blue can be parried? these are the few that has come to my mind at the moment of writing this but im sure there are many more examples if you have any on your mind you could always write under this post
i really think PVE/PVP color effects or outlines have great potentional to improve this game's learning curve, reward quick thinking and pattern recognition but the way it's so inconsistent it just makes everything more confusing than it should be like imagine someone new to the game discovering that the thresher's swipe can be parried so they think a white outline means to parry but then fighting the shogun and they can not parry that attack and they have to jump it? it would be very frustrating to see that same for the owl and the shogun imagine learning that blue also means parry but then also not? i hope you get what i mean i hope the game fixes these inconsistencies ASAP

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