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Dodging Delay

guenom21guenom21 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 7 Arc User
edited February 2013 in General Discussion (PC)
I generally do not prefer to have my attacks rooted until the animation finishes, but it feels fine in this game. I don't mind it. What bothers me very much is the delay with dodging. It feels like there is 1/2 a second delay after I press the dodge key. Feels clunky as others have said. I just don't dodge in combat because it isn't responsive. Hope this changes before release!
Post edited by guenom21 on

Comments

  • zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited February 2013
    This was my biggest issue with combat for me too. I loved combat and the rooting animations made the game feel more vicreal and weighty but the dodge was no where near as responsive as the dodge is in GW2.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
  • guenom21guenom21 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 7 Arc User
    edited February 2013
    Agreed. Also, are you supposed to be able to dodge in the air? You can jump then press the dodge button to dodge in air.
  • quorforgedquorforged Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    guenom21 wrote: »
    Agreed. Also, are you supposed to be able to dodge in the air? You can jump then press the dodge button to dodge in air.

    I hope so. That sounds cool!
  • skinneykrnskinneykrn Member, Neverwinter Beta Users Posts: 62
    edited February 2013
    Yea, this was my all-time biggest issue I had when I played on my Trickster Rogue. I really hope it'll be much more fluid like in GW 2.
  • razorjack156razorjack156 Member Posts: 27 Arc User
    edited February 2013
    Most of the problems seem to be tied to animations waiting to end and cooldowns .. leading to a clunky feeling sense of dodging. Not to mention this game seems very good at ability queing .. meaning accidentally hitting that attack, seeing the ogre is charging up to slam and then frantically trying to dodge means you are about to eat a large club and there is nothing you can do about it. Being glued to the spot for animations is somewhat of a let down for a supposed action based game, but there you have it.
  • castagyrecastagyre Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited February 2013
    I noticed this as well and wondered if it was some sort of ability sequencing/queueing conflict. If I wasn't actively attacking and went to dodge or block depending on what character I was playing there didn't seem to be a delay at all.
    Remembering Hanlon's Razor can save one a lot on aspirines.
  • morbicmorbic Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    One of the Devs stated during one of the videos or posts that the damage avoidance mechanics of each class were supposed to interrupt skills that were in action. I'd say bug/feedback it if it isn't fixed during the later stages before release....
  • unjustbladeunjustblade Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 91
    edited February 2013
    morbic wrote: »
    One of the Devs stated during one of the videos or posts that the damage avoidance mechanics of each class were supposed to interrupt skills that were in action. I'd say bug/feedback it if it isn't fixed during the later stages before release....

    I honestly hope that doesn't change. I, personally, like the fact you actually have to think and not just spam attacks, be able to hit shift and escape scott free.
  • harekazeharekaze Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 122 Bounty Hunter
    edited February 2013
    As a rogue you resist damage while rolling, and recover stealth meter with proper feats. I personally loved the feel of the dodge and hope it remains the same.
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