Icebreaker (and quite a few other “single attack” weapons) has a bit of a combo system in it. The sprinting attack is a three or four hit circular combo chain, and the rolling attack is a ridiculously fast thrust followed by two horizontal swings. In those chains there is at least one chargeable attack (though “x on charged attack” affixes are definitely better used elsewhere) It’s my favorite greatsword at this point because of the variability of its attacks.
Fully describe the problem? Mouse& Keyboard dodge roll hold?
Do you want to continue rolling on hold or how do you want me to misunderstand that?![]()
Change the keybind for dodge rolling to a reliable key instead of the spacebar as it has never been a reliable key for dodge rolling.
However it can highly depend on the keyboard you use..
Im never had any problems on my older non-mechanical keyboard but it also has a much shorter spacebar than my current mechanical keyboard.
You can always rebind it to a button on your mouse that always works for me in every game with this exact problem or maybe you can enable/disable steam input?
That’s interesting. So you are saying inside the combo you can charge up an attack? So like two single attacks unlocks the ability to do a charged attack?
still no fix for dodge being on key release and not press?
That’s not a fix, that’s a design decision.
You can demand for a change and call it bad design, but don’t act like it’s a bug or broken feature.
“A design decision” No, it was poorly coded for controller because it makes sense there and never even thought on how it would work on keyboards
No, it does not make more sense on a controller to have input delay on timing critical dodges. Please find something else rather than the usual scapegoating of controller users.
So:
Controller uses the same key to trigger running and dodge rolling. Basically there’s are different functions on the same keybinding, one to be considered as a click and other as a hold.
Keyboard users can assign two different keys for each function run and dodge. Example: Dodge on Space bar, Run on Shift. The problem is that if you press Space bar for a millisecond too long, the game thinks you are holding the key and nothing happens.
I would consider that a bug, but what ensures it is a bug was not thought about it, is that the “hold” function still triggers the run start animation, your character starts doing a weird skip animation but you remain in place.
So yes, I will blame coding being focused to appeal to controller users.
And you’d be wrong, because these functions can also be mapped on controller separately, and for most controller users, run is never on the same key as the traditionally interact/jump button, which is the X/A key for PS5/xbox controllers, it usually is holding down the Left analog stick or toggling run by holding or pressing one of the shoulder trigger buttons.
So, no, this was not an issue of trying to appeal to controller users, because controller users are complaining about the design as well.
In context of dodges - if the same key is/can be used for both - a game can (should) prioritize dodge (on-press, potentially with a knob) over run. Alternatively if the animation is too different (e.g. slow roll vs. run) the initial decision can be iframed and subtracted from dodge animation.
For the former alternative - e.g. Khazan does it nicely. It also still provides additional key for run only, with hold/toggle knob. And the dodge itself has a knob for on-press/on-release options.