ELDEN RING

ELDEN RING

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Patrick Wayne Mar 3, 2022 @ 8:35am
Roll mechanic is goofy
It just feels out of place and make no sense.
Where is the logic in rolling when you get attacked?
Imagine someone kicks you and you roll on the ground for some reason to avoid it.

It would be much better if there was some dodge or dash mechanic instead.
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Showing 1-15 of 27 comments
Fang Mar 3, 2022 @ 8:36am 
Okay.
This guy again, man's trying really hard to grind for jester awards
Xelane Mar 3, 2022 @ 8:37am 
The dodge mechanic is the roll, what difference does it make whether it looks like a roll or a quick step? I-frames alone make it unrealistic so who cares what animation they use for it?
BEEP! Mar 3, 2022 @ 8:37am 
There are some it's a ash of war and remember it's a video game not real life so logic means nothing here and you can get that ash of war right at the star of the game it's super helpful for a dual weilding biuld
Last edited by BEEP!; Mar 3, 2022 @ 8:39am
Noma Mar 3, 2022 @ 8:39am 
When you saw me rollin', you hatin'
I love to roll.
Fast Pooper Mar 3, 2022 @ 8:39am 
It's just how Miyazaki thinks combat works when you are fighting giant monsters with a sword and board. In Bloodborne you have the dash or if you get the weapon art quickstep. By the way you do have a backstep move too. Point the character in the direction of the attack is coming from (usually left or right) when you aren't locked on.
Turkwise Mar 3, 2022 @ 8:39am 
OP is an idiot but to be fair I never liked the rolls in souls games either. It just looks dumb to be rolling constantly, pvp especially. The Bloodborne dodge was way cooler
I agree.
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.

Originally posted by Anonymous:
There are some it's a ash of war and remember it's a video game not real life so logic means nothing here and you can get that ash of war right at the star of the game it's super helpful for a dual weilding biuld

That side-step from the weapon skill is waaaay overdone, on top of being bound to LT.

Originally posted by Anonymous:
remember it's a video game not real life so logic means nothing here

Some people value immersion, that's fine if you don't, but some people do, that's what you need to remember.
Last edited by Mu'Ammar of Carthus; Mar 3, 2022 @ 8:43am
Turkwise Mar 3, 2022 @ 8:42am 
Originally posted by Mu'Ammar of Carthus:
I agree.
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.
This game having the Sekiro parry system would be ridiculous. It works in Sekiro because literally the entire game revolves around parrying every attack. Souls games are RPGs before they're action games, such a strong parry mechanic wouldnt fit.
Last edited by Turkwise; Mar 3, 2022 @ 8:42am
gungadin22000 Mar 3, 2022 @ 8:42am 
OP is a sissy, dodgerolling is the most effective AND stylish way of avoiding injury in any form of personal combat.

Proof: https://www.youtube.com/watch?v=0jL3TG0T5mY
Originally posted by Noma:
When you saw me rollin', you hatin'
I love to roll.
I was expecting this sooner or later
♥♥♥♥ you
DAWN OF THE DEAD Mar 3, 2022 @ 8:43am 
People we need "jester" here fast, he is on brink of his life
Silvershadow Mar 3, 2022 @ 8:43am 
Code Vein had a Dash when you were Light Weight Equip load, was super annoying.
Rolling is superior
Originally posted by Convicted Japist:
Originally posted by Mu'Ammar of Carthus:
I agree.
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.
This game having the Sekiro parry system would be ridiculous. It works in Sekiro because literally the entire game revolves around parrying every attack. Souls games are RPGs before they're action games, such a strong parry mechanic wouldnt fit.

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.
Last edited by Mu'Ammar of Carthus; Mar 3, 2022 @ 8:46am
frisch Mar 3, 2022 @ 8:46am 
What's the point of a dodge mechanic, you wouldn't be able to dodge through a blade in real life either but you would be able to do so in ER.

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.
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Date Posted: Mar 3, 2022 @ 8:35am
Posts: 27