Attacks are too paused/not smooth, so you have to wait to dodgeroll

Attacks used to feel way smoother, now you find your character completely STANDING STILL after doing a combo, YOU CANT EVEN DODGE! that results in a bad experience for the player. I get that you want this type of combat that is more paused, but at least let the player be able to dodge roll during an attack or after he finishes it, because pressing the dodge button and see your character STANDING STILL for a few sec waiting to be obliterated for the enemy before being able to dodge does not feel good.

The smoother the better! You can still have a paused attack style while being able to dodge without having your character standing still, it just feels bad :frowning:

There are a handful of attacks on certain weapons which are probably supposed to have a cancel point shortly after the active frames but are instead rooting you for the entire recovery animation which will be what you’re describing. This is an issue with specific animations on specific weapons rather than a general game issue.

Few examples: Divine Scimitar running and rolling attacks, Petalled Spear running attacks, Cleric’s Mace 2nd normal attack

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Exactly that’s what I’m saying, but this wasn’t happening before the update so it seems to me like they purposefully changed it