Allow basic attacks and some strikes to animation cancel like dodge roll does.

Hey guys,

I just wanted to share an aspect of the game I really like and wish would be expanded on.

Right now, you can cancel the animation of rolling slam into boneshatter. Then, after your boneshatter, you can cancel the animation of the recovery of the "backswing" into dodge instead. Dodging after the boneshatter feels like a faster recovery than the regular backswing. Which leads to optimal play always being rolling slam>boneshatter>dodge, which feels a little goofy with that dodge at the end.

SOLUTION:

Allow basic attacks and some strike skills to cancel the animation recovery of other melee skills.

This would lean into the combo aspect of the game, almost like a fighting game (EX: Street Fighter). Combos in those games are typically strung together by canceling moves into each other.

With this solution, the combo spoken of earlier then becomes
Rolling slam>Boneshatter>Mace strike until you need to dodge an incoming attack.

If you don't want to consider this solution, please reexamine animation canceling in the game. Dodging after every single skill can look and feel a bit silly.

Thanks you guys are the best!
Last bumped on May 17, 2026, 7:34:08 PM

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