[Dodge roll] The good, the bad

The good:

- Provide some good vibes coming from popular games where dodge roll is a key feature, and that are eventually more compatible with it
- Make the bosses fights immersive overall, engaging and more thrilling

The bad:

- Even after today's patch, getting surrounded and not being able to dodge remain a thing, frequent one (Players that did not make it to map yet, please avoid commenting that point, the issue is mostly about these).

- Movement abilities in PoE 1 were really aligned with what I expected out of of the game when I started. It doesn't mean that they need to be fast, or formula 1 level, just smooth enough, and engaging.
I would even say that having them designed that way is partly what made me fall in love with the game initially (and yet, they were nowhere near to be perfectly implemented).
I don't get any feeling close to that whether if it is with PoE 2 dodge roll, or other movement/escape abilities, current iterations.


- I find the dodge roll to feel "off", when it come to some past league mechanics such as Ritual. Dodging anything is rather hard, when the border block you, dozens of monsters surround you from the beginning, some giant monsters will block any forward dodge and Rituals are overlaping with terrain sometimes leaving barely 10% of the whole circle to walk/dodge/whatever. Bonus if you get the tornado on top of that.

TL;DR: I don't see the additional value of the dodge roll apart during bosses fights, other movement abilities doesn't feels that great either, and overall I'm worried that the result, might be not only frustrating, but also not of a great quality, if we talk about pace and utility.

Thank you for reading, and for providing us, players, with such a fantastic take on the PoE-Like genre :D It's been a blast since the EA started.
Hf :)
Last edited by Heli0nix#0378 on Dec 12, 2024, 5:58:06 PM
Last bumped on Dec 12, 2024, 5:56:03 PM

Report Forum Post

Report Account:

Report Type

Additional Info