Why dodge feels bad
Because at the very end of the roll there is a slight pause while you get up and you can't press any buttons. It's in those moments when a massive attack is about to slam you, and just have to watch it hit you.
I also feel like bosses track you with their targeting very late in their attack. So while you've already dodged where you think the attack is going to land, they track you to where your roll just finished and you just have to accept you're about to die. Last bumped on Dec 24, 2024, 6:09:47 AM
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first of all, i agree with you it feels bad.
with that said, and others who have played more can correct me, the dodge roll works the way it does to prevent us from spamming it. you can move in two different ways 1) walking or 2) dodge rolling. you will find that both take the EXACT same amount of TOTAL time to travel from one spot to another. when you walk, it is a constant linear speed with no changes. however, when you dodge roll, there is a burst of speed at the beginning of the roll followed by a slowdown/pause at the end of the roll. i think it is kind of janky. but it is how it works (as far as i know). personally, i am getting fed up with every freaking game these days starting to try to incorporate dodge roll. hope my post makes sense. and anybody who knows more about game mechanics feel free to correct me. |
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This is how it's supposed to be. Dodging is for evading in right moment and not meant as a movement skill substitute.
I would support some dodge related nodes on the passive tree, though (no, not the keystones...). Like -> increase the dodge range (ie: like the relic buff), shorten the pause period, etc. |
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" if you do that then these points will be mandatory hence --> not fun to have them. |
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