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You also can't "animation cancel" like you could in previous games where eg you start an attack but oh no you need to dodge! In previous games you could cancel the attack and dodge, here? NOPE!
I suggest playing more to get used to it (if you want to, or just ditch the game)
No, it isn't. It's to make the timings more lenient by allowing to press the button earlier and have the attack or roll still come out. It just doesn't work properly and causes a lot of problems, such as rolls or attacks queuing after the stagger animation when you take damage.
It's annoying and should be removed, or they should at least give us the option to disable input queuing.
It isn't new but it's worse in Elden Ring because everything has roll-catch timings that are designed to punish panic rolls, but also punish queued inputs.
it is intended game mechanic what punis player for blindly mashing buttons.
but you can even USE it for queueing inputs what you want
In my experience (played both melee and sorcerer) it feels the same, only bosses are more schizos and require more patience. The delayed attacks might be what you are talking about...
At least this game has finally a decent jump mechanic, without horrible baby jumps
Then it's fine. They've been a thing since DS1.
No, I'm talking about queued inputs. If you press roll then get hit because you mistimed your roll, the roll will happen after you recover from the stagger animation.
In previous Souls games...
Boss attacks
You press roll too late
You get hit (which is fair because you messed up)
Stagger animation plays
The roll that you pressed earlier happens now
In Elden Ring...
Boss attacks
You press roll too late
You get hit (which is fair because you messed up)
Stagger animation plays
The roll that you pressed earlier happens now
The next attack hits you at the end of your roll because the boss's attacks are designed punish panic rolls
This means that you effectively get punished twice for 1 mistake and most bosses in Elden Ring do enough damage to kill you in 2 hits.
Every game