Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for the distance, you're supposed to time dodges and use the iframes to avoid damage. You don't have to "get out of the way." More distance just makes it harder to follow up with an attack after you dodge.
good evening,
....what? no you are not if any thing its backwards.
in bloodborne you are just some unlucky smuck off the road caught in the hunt so you should be fumbling like a goon before you are swaying with the best of them.
and every new iteration of a souls game you are a stronger variation of warrior where YOU SHOULD be dodging with the best of them. especially as a tarnished, where you are a demi-god slayer coming out of a long nap.
the only time it is truly appropriate to stage roll is in dark souls 1 where you are the biggest loser, with the biggest will mind you, treating all manner of swords and weaponry like bludgeons. a goober miscreant really.
so no i call hooplah on that. its just an asset carried feature and less a story telling aspect of your character.
don't get me wrong i jive with both movement systems but the souls have always been bollucks post DS1.
a shout out to a good roll mechanic that weaves story telling is the MC of Code Vein: you fat roll with encumbered, normal roll with average weight, and, heres the special bit, you mist step dodge showing your character tapping into their power to fight in battle. but no one comments it because it is Code Vein.
apologies for the rant, but souls games are not the end all be all when it comes to character actions promoting narrative aspects of the story.
...it does look purdy doe.
Code Vein is just DS1 with the backflip ring lol. Also no, tapping into their power would be the Ichor based dodge that overrides even fatrolls, so they're not weighed down by Zweihander's braindead balancing lol.
Also never said they were end all be all, nooo idea where you got that. Just saying the difference between rolling and dashing animation-wise made sense with character premise. Same thing here, Khazan knows what he's doing, so he'd animate more nimbly when dodging, same with the Revenants in Code Vein. But if you want to get technical, no the Hoonta isn't some schmuck if you paid attention. You actually wrote a note to yourself wanting Paleblood and implies you have knowledge of the Great Ones, so your prowess with the weapons and dodging isn't random in that sense.
Edit: Best dodge mechanic? Remnant 2 during the bellyflop build hilarity LOL
Because the game is called The First Berserker: Khazan, not Elden Ring. If you don't like this mechanic, stop complaining like a toddler. Don't buy this game; there are plenty of other ones to spend your time on.
Would be funny if someone looked at the hurtboxes and saw Khazan's dash and Elden Ring roll have the same exact frame data for each tier of mobility lmao.
The devs don't want to dodge roll like in DS/ER instead devs wants you to parry and guard the boss attack the sekiro way its way more fun that way as well
pretty much
first game in recent years that balances guard and parry properly
Not disagreeing but it feels like the devs want players to have the option of dodges and blocks given the timed doge mechanic and iframes it gives. IMO I mixed both in when playing and it worked well.