Player gets hit with Stamina debuffs with no additional side effects. It likely might minimaly reduce his effectiveness but thats about it.
I think you're proving the point that you might be confused about what's being argued here.
This "tired" effect is not a Stamina debuff. It's an effect that makes the enemy more drowsy. Each time the piroutte skill is used, it adds onto that effect, no matter the effect of the skill that the skill randomly selects. This effect would fall under
Sleep Manipulation via Sleep Inducement. The Player does not have Sleep Manipulation Resistance, so it's going to affect him, albeit yes minimally at first. But this effect can and will stack with each use of the piroutte skill, which could let the Player be put to sleep, and then because he is asleep, he is incapped. And if that happens, the Player can't take too many hits from Kris, nor would he be able to fight back much against a fling off the edge/into the magma core.
I played the game the other day and it turns out they reworked it back to how it was before the update however simutaneously the parried takes even more damage if the parry connects.
Adding on to parry, the stun time might be short, however the stun can be extended by the player kicking Kris over, which is something Player does. The player can also use his various skills like his stab dash to damage kris severely since the Dragon Slayer's stab dash is an instant kill to those equal to player (AP is higher with skills).
The video I referenced was uploaded after these patch notes, and I don't think the additional damage applies it specifically applies to those who get mythicals (which you explicitly said the Player cannot use, nor would Kris have a mythical weapon for it to activate)
Is there a patch note in there somewhere saying it got reverted back posted around or after January 7th? I don't play this game so I wouldn't know if this parry is the new reworked version or the old reworked one that was just posted late.
It is true that it can be extended with a kick, but the stun would expire before the Player would have a chance to extend it with a kick if Kris is at far enough range.
Their weapon is visible, but not his fists. His fists and his skills can severely damage opponents with one of his skills (supposedly)
being an instant kill (although it was tested on a player less than half HP).
True, but it would likely only class as a normal hit to Kris due to his durability. Would have a bit of a cooldown, and could maybe act as a combo starter, but Kris can also likely respond while the Player is doing the skill, so it might be deadly for the Player to do it. I am however curious if the Player would retain invisibility from the Ghost Potion if he activates the skill, as I'm not 100% sure on how it expires.
Though also I noticed that while under the effects of a Ghost Potion, your mobility is reduced, so dodging is less likely to happen (although it seems that jumping is not reduced so maybe certain dodges can happen, but are still limited). So if Kris catches on, Kris could exploit that to spam pirouttes or use other items to heal or boost up.
Player would likely respond with his own ranged options or try to jump at Kris with his leap slam attack which will stun if it hits.
I don't know much about the Player's other ranged options (that aren't limited) but with the bow, Kris likely both outproduces and overpower those arrows with his shots. And since they're a ranged attack, they can't be parried so except for dodging each shot that could spell doom for him as previously stated.