Weight Classes/Dodgeroll locked to Armorclass

The dodgeroll types should be locked to the armor class, this would increase the game balance and class build depth.

That would make 4 different types.

This would also finally allow transmogs into the game, because then you would know what armor type a player is wearing, by the type of dodgeroll he has.

Then through transmog we could finally look how we want to look in the game.

That would also solve problems like the armor set gifts we get, but cant actually use it because its the wrong armor class for our build.

Then the dodgeroll has to be reworked.

Because changing directions during a roll is not only gamebreaking, but also ridiculous.

The first time i saw that, it felt just extremely wrong.

That would also defeats the purpose of the quickstep from light classes such as assassin, whose purpose is to backstab enemies.

But with a normal dodgeroll you can simply roll behind the enemy to backstab him.

Where as with a quickstep you can only step in one direction and then have to walk behind him, which simply takes longer.

So every dodgeroll type should be one directional like in every other game.

At the end we are human characters and not balls rolling around.

This makes also unfair advantages during boss fights when you simply roll around AOEs or other threats.

Its too strong for a medium roll with higher armor values.

But that shouldnt be in the game in any case.

I know it will create a big backlash, because most people use it and want it, because it is OP and ridiculous.

But as game devs you need to create rules and a proper combat system for longevity of the game.

Most players are simply selfish and simply want broken mechanics for their class.

They dont care or even undestand what is best for the entire system and everyone involved, including themselves.

So i hope this will be implemented to make this game much much better.

I’m wearing 1 plate piece, 1 mesh piece, 1 leather piece, and 1 cloth piece. Guess which roll I have?

It would look extremely ridiculous if a simple stab from a small dagger dealt high damage to a player who looks heavily armored, because they transmogged a plate set onto a cloth set. I think visual coherency is more important in this type of game.

Quickstep is far superior for avoiding AoE attacks because you can traverse half the screen with a single jump, and the animation is extremely fast. The larger the AoE, the more apparent this advantage becomes. The pinnacle example of this is the Caretaker’s slams.

In general, Quickstep is much better than the other rolls. The others are only better in tight places, where you might easily fall.

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What do you mean?

And are you talking about the heavy roll or the Medium roll?

(It still is a fantasy game with some realistic mechanics ofc roll might not be one of the realistic ones)

Its better if you use a reference video here or refer to a game that have the ones you speak of? (Or your own work if you have)

You probably meant in every game you have played :wink:

:heart:

I find the current weight-based roll system just fine. I have characters with all different rolls and that’s fine because how the game introduces different ways to increase EHP e.g. barrier, dodge, run, block, parry, side-stepping, face-tanking with damage reduction or hp recovery.

If one thing that can be considered for adjustment is the devs can take reference to 3D fighting games like Tekken for tracking attacks that cannot be dodged but can be parried or blocked.

Having some enemies doing 50/50 could be a good experiment too.

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Ooh interesting idea! Couldn’t you make a suggestion for a mode where it functions like you says?

:grin:

Just inserting this as reference:

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