Rolling Slam Needs to be "Pushier" or Should Maybe Let Us Jump Over More Enemies

While going through the campaign and getting to maps, the biggest issue I've had with rolling slam, so far, is that I'm getting stuck on every second enemy.

I also feel like there's a bit of a dissonance with what I want to do with the attack, versus what I'm able to do. If I see a huge pack of enemies, I feel like I want to get some aftershocks with my Seismic cry, then bowling ball my way through them with Rolling Slam.

Instead, I get stuck on the first 3 enemies and most of the pack just stands there either watching me quizzically or nailing me with projectiles/slams. I think it feels the worst in the second part of the slam. I'll stun and knock away the first line of enemies, then get stuck on the next enemy that walks up. So I often only move during the first part of the slam, the second movement gets blocked.

So instead of feeling like a rolling slam against most packs, it often feels like an AoE mace attack with a severe attack speed penalty. Compared to 0.1, the skill feels a lot better to use, a feeling that was strongest when I started using Unyielding for the 1st time. That support helped a huge amount, but the clear still doesn't feel quite right.

I'm also uncertain about the knock back, I feel like it's more of a hinderance to clearing packs but I don't know just yet. I feel like it just scatters them, making it harder to clear everything. If we had more support gems/mechanics that make use of distance knocked back recently, maybe it would feel like less of a hinderance? Reverse knockback in a support gem would feel amazing
Last bumped on Aug 28, 2025, 10:05:50 PM
I think Rolling Slam needs same size (one) character as dodge rolling. So it will be able to squeeze between enemies.
I think that's definitely an option, then situations where we rolling slam our way into a pack and then can't get out would be less common. I do like the concept of character pushiness though, just "phasing" our way through a pack might not look as cool as "parting the mob sea".
Last edited by TheTimtam#3675 on May 6, 2025, 1:59:10 AM
Just watching the reveal video, there are multiple instances of this issue. I think the best example is during the fighting at 22:00. Especially at 22:14.

The skill has a movement component, it could feel really good, but most of the time the movement component is removed due to body block from enemies.

Increasing "pushiness" of your character when using the skill could go a long way to improving this issue.

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