Animation cancelling for dodge or blink

The feeling of dodging while attacking right now is painful and feels discouraging. While I understand that maybe you don’t want dodge to cancel the attack animation in order to dodge instantly, the time you have to wait for the attack to stop + 0.5/1 second of your character standing still between finishing the attack and performing the dodge, doesn’t feel good at all. I honestly think you should be able to at least roll right after the attack you perform and not wait for 2+more attacks and 1 second of stanig still to dodge. it honestly felt amazing before, and some attack animations felt more fluent like the ones with the talwar, and now they feel choppy and the pause between attacks and rolls feels extremely forced. I understand that it was “op” but this feels bad and a penalty to the player just for the sake of it, without justification, and I honestly feel that something inbetween this and how it was before would be more fair, and that is where Blink would also help.

Blink is an ability that costs Focus and performs as bad if not worse than dodge, and taking into account that it costs focus, Blink feels like it should be able to at least cnacel the attack animation and instantly blink.

I know that maybe it felt too easy before, but it felt very smooth and natural, now it just feels like a penalty for no reason, choppy and very painful. And I understand that you want to change it and make it more difficult, but I’d suggest going somewhere in the middle because the change doesn’t make sense to me, please.

Thanks for taking the time to read!

I agree with all the suggestions above and for addition we used to be able to blink between cliffs, bridges and gaps etc. Like the knight enemies but after together update blink only ussble on straight surfaces and even stucks at minor obsticales. Which feels too sticky.

Yes, dodging right now feels awful. The cynic in me wants to say that they want to avoid reworking what is, in my opinion, the biggest problem with combat in NRFTW: pretty much everything enemies do is “end-of-animation based”, so they’ve slapped a bandaid on the combat system by decreasing players’ ability to play reactively.

If you look at most enemy attack patterns, things like spacing don’t really matter, because enemies aren’t really bound to committing to their attacks once an attack animation starts. Instead, they can adjust the length of their engagement or the flight path of their projectiles right up until the moment the player is about to get hit. That kind of “homing” behavior tends to feel very unfair very quickly, because it pushes everything towards reactionary rather than anticipatory gameplay. It wasn’t all that bad before because we could react quickly enough. Now we can’t, and “dodge based combat” feels just awful :frowning: