We all know how inconsistent HR's dodge is. But it seems Devs do not believe or know or even care that HR's dodge is broken. I have had a chance to take this screenshot recently. As you can see, my HR got stunned by Dragon's ice tomb, which he already dodged it.
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Dunno if it was due to lag/latency, or a simple failure, but its quite common to see something like that. When a red circle is laid down it gives you certain amount of time to move away, but if you don't make that time, even if visually you've moved out of the way just in the nick of time, you still receive the damage/effect when it actually activates.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
The immunity frame of HR dodge does not always work properly. To be exact, sometimes it seems to start at middle of the dash instead of activating right at the beginning of the dash, which might be the cause of my HR's situation in the screenshot. I used a single dash to get out of the red circle then a split second later, I got stunned outside of the Ice tomb (No lag involved here, that is for sure at that moment).
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
IMO it's just a difference in utility and feel, sort of feeling like having dodges broken down into smaller parts than compared to a CW, DC or TR. Rather than the "immunity frames" being too small, the timing is different. Specifically speaking, a CW, DC or TR has a bit more lenient and easier dodge difficulty because the dodge/teleport is not only associated with immunity frames, but also with significant distance traveled. In case of the HR, when you really want to dodge something bad you do a double dodge. Generally, and empirically speaking a HR dodge needs to be initiated a little bit earlier than a TR or CW. This is the largest problem I had when I took my old HR off the shelf and started to use it again to experiment with Archery builds.
I feel both the pros and cons of the HR dodge, especially originally being a TR. Defensively speaking, nothing comes close to the TR dodge. It's fast, it's got a long travel, a big chunk of immunity frame. But in terms of offensive and aggressive use, there are times I wish TR dodge was a bit more like that -- dodge an attack, and then immediately retaliate before the opponent even recovers from the previous action.
Honestly speaking, I think the higher level HR players would actually find it more frustrating, if for example, they switched the TR dodge with the HR dodge, since those players already are very accustomed to its unique timing, but then in they would find out their favorite quick, agile attacks do not work any more.
Personally, I'd prefer the TR dodge over the HR dodge, but I really can't say HR dodge is that much inferior. It's just way different. The only instance I'm ever frickin' frustrated with HR dodges is with Swordmaster GWF/GF's Flourish... that power does a lot of glitchy wierd things, but what it does to HR dodges at close range just takes the cake.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Simple speaking: the immunity frames are so short that you cant really dodge specific enemy actions… not on a worldwide server with latency of 150-300 ms.
Not to speak of the awful long time unitl the dodge meter of HR refreshes.
I would trade all my HR dodges for only half the dodges a TR or DC has… that tells you something about the state of thr normally most mobile class in d&d…
In the latter three cases, the distance travelled is much longer, and therefore the immunity frame is also longer. This means you don't need as much precision timing, and therefore when you feel something is about to happen you can just activate the dodge/teleport pre-emptively quite well ahead the actual event, and still be able to avoid being damage.
In case of the HR, the travel is very short, hence immunity too short. If you enter shift at the same timing as a DC/CW/TR dodge, then the immunity actually ends before the event happens, and therefore, damage. If you do it too late, then you dodge just AFTER the event happens, which means the system flags you as having been hit by the attack.
Not really. It takes up the same amount of stamina as it always have done, which allows for around 5~6 shifts in a row. Nothing's changed here.
No problems for me. I can see it being a problem for HR builds that require to go "in-and-out" between close quarters melee attacks and mid/long distance ranged attacks, but even that considered, any "red attack" in this game is telegraphed from a mile away, and not really hard to evade. Just simple good positioning and trial-and-error knowledge about boss attack patterns is plenty enough -- even with HR shifts.
As said above, the situations you have laid out, IMO, isn't really relevant to the problems with HR shifts. Rather, (I'm being careful here not to offend you) I believe its an experience/skill/practice issue.
Does the HR shift need change? I actually do believe so. Again, now that I'm used to it I don't have much problems with it, but I can see why its current form is simply to inefficient for people with lower experience/skill level and needs to be more accommodating. Personally, I'd prefer if the distance increased to aroudn 1/2 or 2/3 of the current TR dodge, with a slight stamina use increase upto 25%, so at default allows for 4 dodges in a row, as opposed to the current 6.
But honest to God, the real problem with the HR shift? I don't think it's the shift. It's the stamina regen -- or lack thereof.
The problem with HR shift, is that for some reason it uses a similar format the GWFs have. After using your shift, the stamina regen stops momentarily... and then after a few seconds it starts to regenerate. I swear, I have no idea why the devs would do this stupid thing. It's stupid on the GWFs, and it's even more stupid on the HRs who are more frail than the lumbering behemoth of a fighter class.
Why does the regen stop??? It shouldn't. TR stamina regen never stops. Once the dodge is activated and TR starts rolling, right after the stamina is spent it immediately starts regenerating. Default TR dodge costs around 33% stamina, which means TRs actually only have 3 dodges. However, in reality, all throughout those 3 consecutive dodges, the stamina regenerates enough for +1 dodge after 3 dodges are finished.
TR stamina regenerates at a pace of around 4.8~5.0 seconds required for 33%(= 1 dodge), and this never stops. The HRs, for some reason, just like the GWF, its stamina regeneration stops when you use dodge. This inadvertently leads to the HR running out of stamina for more shifting, and then it takes much, much longer for them to regenerate stamina to shift again.
It's stupid. This is what truly needs to be fixed for the HR (as well as the GWF) more than anything else
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.