"
"
"
I'm like a lot of people in this forum that are very confused as to the actual direction of this game. GGG says they want meaningful combat, but the implementation of things like the dodge roll has shown they don't even know what the heck that means!
Guy, just say you personally don't like dodge roll. If you think dodge rolling makes combat less meaningful that's absolutely fine and very much your prerogative but, no. I'm sorry. The fact that GGG disagrees with you doesn't mean they "don't even know what the heck that means!"
Except that other games get it right, including the games in the genre GGG is trying to borrow stuff from. LE even took the time and effort to make the classes have somewhat different implementations that more closely match the theme of the character. I like the idea of an evade mechanic, it is just that GGG implementation of it sucks. It is clunky some places and good others. I got a good laugh when someone posted a comment about what the templar is likely to look like if they continue to keep every newly released class with the same clunky animations.
A dodge roll is a dodge roll in soulslikes, which is a more relevant comparison. Classes are not bound to specific weapons or skills in this game. It makes no sense to fundamentally change the dodge roll mechanic based on your class or weapon, especially considering you can freely swap between them now.
If it's just the appearance of it you are complaining about, they are adding mtx for that.
|
โพสต์โดยDreamAgain#4820เมื่อ 20 ก.ย. 2025 15:31:03
|
"
"
"
I'm like a lot of people in this forum that are very confused as to the actual direction of this game. GGG says they want meaningful combat, but the implementation of things like the dodge roll has shown they don't even know what the heck that means!
Guy, just say you personally don't like dodge roll. If you think dodge rolling makes combat less meaningful that's absolutely fine and very much your prerogative but, no. I'm sorry. The fact that GGG disagrees with you doesn't mean they "don't even know what the heck that means!"
Except that other games get it right, including the games in the genre GGG is trying to borrow stuff from. LE even took the time and effort to make the classes have somewhat different implementations that more closely match the theme of the character. I like the idea of an evade mechanic, it is just that GGG implementation of it sucks. It is clunky some places and good others. I got a good laugh when someone posted a comment about what the templar is likely to look like if they continue to keep every newly released class with the same clunky animations.
If they want PoE2 to go down the PoE1 road of combat “design”, yes the dodge roll is clunky, useless and made for a different kind of game. Maybe make its speed scale with movementspeed and give it support gem slots or something to make it zoomy enough to use…
And the animations are just not designed for the speed in the game, pretty obvious with a lot of Warrior skills. It's not what you image in great warrior to be, at least not for me...
https://www.youtube.com/watch?v=qM0KGPl22bU
แก้ไขล่าสุดโดย KäsePizza#3007 เมื่อ 20 ก.ย. 2025 15:37:08
|
โพสต์โดยKäsePizza#3007เมื่อ 20 ก.ย. 2025 15:31:49
|
Even just making dodge roll slightly faster, and cutting the horrible slow-down animation from the end, would make it way more bearable and useful.
|
โพสต์โดยsaturninecult#7044เมื่อ 20 ก.ย. 2025 15:35:50
|
"
cutting the horrible slow-down animation from the end, would make it way more bearable and useful.
A thousand times yes. Slowdown at the end of a dodge roll just doesn't feel good, and I would argue is no longer appropriate for the game given monster speeds.
|
โพสต์โดยSirbeaverous#2893เมื่อ 20 ก.ย. 2025 16:38:20
|
"
"
I'm like a lot of people in this forum that are very confused as to the actual direction of this game. GGG says they want meaningful combat, but the implementation of things like the dodge roll has shown they don't even know what the heck that means!
Guy, just say you personally don't like dodge roll. If you think dodge rolling makes combat less meaningful that's absolutely fine and very much your prerogative but, no. I'm sorry. The fact that GGG disagrees with you doesn't mean they "don't even know what the heck that means!"
I didn't say I don't like dodge roll. I love the dodge roll. I just don't like how it is implemented. We don't have travel skills like we had in PoE 1, which is fine. But those travel skills worked as your method of escape and repositioning as well. Dodge roll should be like that, and shouldn't be hampered by collision with mobs.
|
โพสต์โดยAndalha#6923เมื่อ 20 ก.ย. 2025 17:06:23
|
"
"
What good is this mechanic if I can still get shoved into a corner, surrounded by enemies, or body blocked to death?? Using it to position or escape doesn't mean anything if enemies are still able to physically restrict my character. It doesn't help me if being surrounded while in combat means I am now completely restrained from moving anywhere due to the character collision box. Did they revert the change that made dodge roll reduce your character size to zero? If that's the case, why not just remove the mechanic entirely? Just let the mobs shove me all over the map, no matter their size or anything. Since this game is so desperately dependent on RNG, why not just RNG the ENTIRE experience, combat and movement included?
I just lost a decently juiced map because I moved into an abyss area that ended up suddenly spawning a horde and a rare on top of me, and the dodge roll did absolutely nothing. I was immediately surrounded, no chance to walk away, so my only hope was the dodge roll. It. Did. Nothing. I rolled in place like a moron and died while spamming the dodge roll in a desperate bid to escape.
I know I'm ranting, but I'm like a lot of people in this forum that are very confused as to the actual direction of this game. GGG says they want meaningful combat, but the implementation of things like the dodge roll has shown they don't even know what the heck that means!
They do still have the thing where your character size is reduced to almost nothing, but if you're completely surrounded you can still be blocked in, that's always been the case. So dodge roll allows you to escape when you're not quite completely surrounded, and it gives immunity to projectiles. Also you go faster at the start of a dodge roll and slower at the end, so it's good if you get to the edge of an area where you're going to take damage and you need a little burst of speed (it's critical for the Geonor body-slams if you don't find any movement speed boots, for instance) It's not GGG's fault if you're not using it correctly.
It's true that dodge roll wasn't useful in the situation you described, but this was still bad gameplay rather than a bad game. If you treat a situation like this as a learning experience, it will feel meaningful instead of feeling random.
Part of meaningful combat is having foresight and environmental awareness. You died because you didn't realize that the abyss monsters were going to surround you in time, but there's a sound cue and you also know every time that this is going to happen when you kill the abyss monsters nearby. You had warning, you just weren't paying attention.
On top of that, every spell/weapon category has some method of crowd control. You can slow enemies, you can freeze them, you can pin them... there's always something. As you said, you reacted to the situation by rolling nowhere like a moron. It sounds like you panicked. Have a better plan next time.
I approached that situation like I have all of the fights prior to it. I heard the audio queue, as I have heard it before. I built my character to be very, very tanky because I know myself as a player, and I don't have precise movement or fast reactions. My build is also centered around heavy stunning targets, something that I can do very quickly in a fight. All of that being said, NOTHNING I can do to prepare will tell me when the dodge roll will work to get me out of a situation, and when it won't. So please, don't patronize me. I understand how it works. This time, it didn't, and it cost me a decent investment. I despise inconsistency, and from my perspective, I should have been able to dodge roll out of the situation and continue on as normal. But it didn't work, and kinda ticked me off because of the inconsistency of the situation.
|
โพสต์โดยAndalha#6923เมื่อ 20 ก.ย. 2025 17:17:26
|
As weak a solution as it sounds, I find using Blink preferable to dodge roll. The fact it costs spirit is the only issue I have with it. It should be a skill.
|
โพสต์โดยMissDerry#3540เมื่อ 20 ก.ย. 2025 19:22:30
|
"
All of that being said, NOTHNING I can do to prepare will tell me when the dodge roll will work to get me out of a situation, and when it won't. So please, don't patronize me. I understand how it works. ...it didn't work, and kinda ticked me off because of the inconsistency of the situation.
Mate, if you think there's NOTHING you could have done in the situation you're describing then you clearly don't understand how it works. It's only inconsistent in the sense that the make up of the crowd of monsters surrounding you if you stand near an abyss hole is going to be random.
Knowing that, instead of complaining that dodge roll doesn't work consistently when apparently you know how it works, all you gotta do is not stand near abyss holes when monsters pour out.
|
โพสต์โดยKalistri#2788เมื่อ 20 ก.ย. 2025 20:47:26
|
"
Dodge roll should be like that, and shouldn't be hampered by collision with mobs.
Setting aside for a moment the fact that I completely disagree, I am curious what happens in your design if the player rolls into a crowded hallway where the mobs are occupying a space longer than the dodge roll distance (or the player is just surrounded by a crowd that's larger than the length of a roll).
Does the player continue to roll until they're beyond the crowd, essentially gaining "free" extra distance? Do they stop in the middle of the crowd, standing up inside monsters? Do you "push" the monsters out of the way to make room for the player where their roll ended? Do you pre-calculate the endpoint of the roll and prevent it from starting if the destination is occupied (if so, how do you deal with the scenario where a monster moves into that spot while a player is rolling)?
What about when there's a wall behind the crowd of monsters? Again, do you block the player from starting a roll if the endpoint is blocked (essentially creating a situation where sometimes you can roll through enemies but not always)?
These are just a couple of at least a half dozen problems you need to resolve if players can suddenly phase through enemies when rolling. Like, I understand what you want (that's easy because it's just PoE1), but you're acting like they can just "turn off collision" and be done with it and I think that says a lot about what actually goes in to designing game mechanics like this vs. what players might think it takes.
|
โพสต์โดยKerchunk#7797เมื่อ 20 ก.ย. 2025 21:11:18
|
It's supposed to give "MEANING" to your combat,but because of its terrible speed and borderline non-existent I-frames it's basically a worthless tool that needs balancing.
Why Kerchunk is so dead set on DESPERATELY defending it is anyone's guess.
|
โพสต์โดยMegami83Tensei#9384เมื่อ 21 ก.ย. 2025 01:17:47
|