Dodge roll needs to cahnge
Make it phase every few seconds or make it phase all the time. This collision dodge roll is just L to the gameplay and adds no value. You either spam dodge like a moron and get surrounded by monsters and die or you dodge spam 10 seconds to do damage. Souls like dodge mechanic doesn't work in scenario with bunch of monsters, it wasn't designed for it. It's one of those ideas that is cool on paper, but trash when implimented. I mean it takes 10 seconds to see how bad it is in a non open space with 10-20 monsters, i'm suprised it didn't get changed ages ago. Just a opinion of elite gamer. That's only complaint i got so far which isn't a bug.
Last bumped on Dec 8, 2024, 8:02:13 PM
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I think it's fine. You just can't rely on only the dodge roll. We just need to have skills that can do some knockbacks and help get out of situations where you're boxed in.
Playing a fire sorc you have zero options for crowd control unless you incorporate ice stuff which feels kind of crappy. I feel like small things would change things for the better, like moving the knockback support to tier 1, and adding some more abilities and spells for pushing or knocking away enemies, rather than changing the dodge roll. Blink and other dodge roll altering meta gems could 100% be moved to the first tier as well so you can get that if you really want to. |
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It most certainly is NOT fine. while i totally understand the design philosophy, and I certainly don't want an infinite phasing Iframe. sometimes map design (Due to randomness) just forces you into a corner, literally. honestly a phasing effect allowing you to move through enemies every 15-20 seconds would be fine as it doesnt happen SUPER often but it happens enough that we need a phasing skill from the beginning of the game. ideally one we dont need to drop a gem on.
Getting locked in a corner cause you kite down a corridor into a corner just feels bad for no reason. |
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At least change it to a dash or something. Rolling visually looks awful. It looks a platformer or arcadish thing.
IGN: Gonorreitor
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I think they wanted to ensure that we weren't just rolling everywhere because it's faster than walking, which I can agree with. I wouldn't mind if the dodge roll had some sort of "diminishing returns" effect happening, though, where it was fast on roll #1, but became progressively slower with each subsequent roll as a sort of "building fatigue" thing, which then expires after you do something other than dodge roll for a few seconds.
A for the way it looks... mtx, baby! Alternate dodge animations or effects can totally be a thing they add later. Stay sane, exiles! Last edited by NicknamesOfGod#1810 on Dec 8, 2024, 6:58:51 PM
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It's absolutely fine. I do think they could add more dodge roll variants as meta gems though to get that quicker dash or more of a juggernaut barrel through and knockback mobs type strength roll.
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I don't think the dodge needs phasing, but each class does need something to deal with getting surrounded. Sure, don't get surrounded in the first place, but there are a lot of areas that seem specifically designed to box you in with monsters coming from multiple sides.
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There's also the issue that some paths looks walkable and aren't, which are like half of the times I get surrounded
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" +1, although I think it wouldn't hurt to have some sort of phasing option for dodge if it also comes with an opportunity cost. Say, a charm which triggers on dodge and allows you to phase but quickly runs out of charges, or a keystone passive which adds phasing to dodge but adds a cooldown or something. Stay sane, exiles!
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