The dodge roll changes actually diminishes the combat experience
" Good luck trying to cast literally any spell when you're stunlocked by all the blue mobs+ a rare with "Hasted,Haste Aura" etc. and they stunlock you into oblivion and just kill you in less than a second. That's what it's like doing Ritual or Breach on a build that doesn't explode the screen. |
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I wasn't a fan of the changes for this. I understand, it sucked getting surrounded sometimes especially for warrior. Posters have already brought up the jankiness this wound up introducing.
My hope is something similar another poster suggested earlier i.e. support gems for the dodge roll itself. One problem I foresee with this is that there's only so much you can do here so I'd suggest having any dodge roll related stats appear on boots (and maybe rings/chest). With this it can scale better into the late game. You'd probably have to attach it to the stamina bar shield users get though so it can't just be spammed but this allows for more stat opportunities as well. It can also be another defensive layer players can spec into on the passive tree. Sanctum has dodge roll distance it can roll on relics so it's possible they've already experimented with this. So, if feasible you'd have something like this; Dodge Roll Distance Stamina Regeneration -% Stamina cost Some kind of dodge 'threshold' where as you scale it up allows you to roll/push through small/medium/large enemies. Blink bypasses this effect. And maybe as to not frustrate players too much, if you roll when you don't have enough stamina you don't outright prevent it but make it slower/reduce defenses and it delays stamina regen by a second or two. |
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Life casuals ruin everything, not just video games. It's not the same people gaming that played games 20 years ago. The new breed wants everything easy, pay to win and even worse.
Step 1 is to self reflect.
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