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I love to roll.
It's the one of two things I'm disappointed they went back to after Bloodborne and Sekiro.
It looks fine against big ennemies that look like they could kill you in one hit, but it looks real goofy when fighting a normal sized soldier for instance.
The other thing is the parry/counter, it was more fluid in Sekiro, no idea why they needed to go back to that clunky parry->wait until the enemy is done kneeling -> find the precise angle -> riposte.
That side-step from the weapon skill is waaaay overdone, on top of being bound to LT.
Some people value immersion, that's fine if you don't, but some people do, that's what you need to remember.
Proof: https://www.youtube.com/watch?v=0jL3TG0T5mY
♥♥♥♥ you
Rolling is superior
Nobody said anything about having Sekiro's entire parry system.
I mean why does it need to be so slow in Elden Ring?
I should be able to riposte the very micro-second the parry went through, not have to wait like an idiot and step to the side because my shoulders axis aren't EXACTLY at 90° of my opponent's.
Roll is a core mechanic of DS, sure they could've replaced it with dodge but it'd solve the same purpose. I think there're other things to focus on when updating core mechanics, e.g. how coop works.