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Wrong, animator and game developer issue. I fight in the real world... there is no skill issue with being able to choose what to do with your body even in the middle of an attack or roundhouse or whatever.
my self fight bosses with no Armour on no problems with dodning
Or maybe you just have bad timing.
"stuck to the ground", bro throws fists he can't deliver and whines when he should've clicked 'x' instead of 'square'.
Sounds like armor is useless and this sums up to a developer skill issue.
Well, i fight in the real world too, that's why i don't compare fighting in real world vs fighting in videogames, because they are two totally different things, unless maybe you play simulative fighting games, not fantasy ones for sure.
Videogames have their own rules, that's what makes them fun.
As another user said, maybe you didn't check your equipment weight.
That changes the type of roll and with it a series of things.
You should adapt your equip weight based on how you play.
If you're referring to animation cancelling then no, it is intentionally designed that way, if you are in the middle of doing one animation then your character is committed to it, your inputs get queued instead of overriding the current animation.
All methodical action games do this, to punish button mashing, animation cancelling is only popular in faster-paced hack-n-slash games.
Not really. Avoiding damage is always the best source of avoiding damage.
Armor is not the main source of reducing income damage (especial has no effect on any elemental damage). Playing with heavy weight is only possible with a shield build. There are multiple abilities, runes and stuff buffs designed for a stationary/tanky build. Could be interesting especially in multiplayer. Balance is also pretty important which is pretty overseen by most people.
Everything else should be at least low/mid lifted to avoid damage. Or learn how to use parry (which I'm too dumb fore). There are different ways to play the game. I mean you have a pretty similar experience with dark souls or elden ring. I can not play ER blind, some people can.
The devs of this game deliberately chose animation locked combat. It is by design that combat in this game involves reacting to enemies and not just spamming buttons. That's the whole selling point of this game. ARPG systems, but deliberate, skill expressing combat.
If you start a long animation attack, and the enemy reacts with a quick interrupting attack, you're being punished for having made a bad decision. "Skill issue" is a rude way of saying it, but that is basically what it means.
It is important to note, that enemies are also animation locked, and they have cooldowns on their animations as well. High skill in this game is all about "baiting" and punishing enemy animations.