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But, the clunk can also give YOU the edge sometimes.
It's just there's a lot more monsters than you's, but it DOES work for you too.
One example (which I have not tried myself since I used a different approach)
Spoiler: You can hit Havel through the closed door from outside while in the Darkroot basin if your weapon is long enough
Also, technically, you can counter the 'terrain play' if you put the weapon in the other hand, which is a hassle and I never bother doing it, but, theoretically, if you put a one hander in the left slot, then your character will do swings from the left, so if there's a wall to your right, your swing will go through fine, while it would perhaps bounce if you swung from the right.
That also said.
If you use weapons that have vertical strikes, then that problem also gets diminished.
For me kicking and sometimes double rolling is the biggest issue.
And I dislike the wheel + shift to switch items.
It ain't horrible tho.
it has nothing to do with the controls/input, it's a very intentional design decision to punish button mashing and bad decisions/mistakes.
jump attack/kick is a bit finicky i'll give you that, could have a bit more wiggleroom there. surprised you have no complaints about the jump controls. and i guess you aren't even aware of the particulars on sprint+rolling or block+backstabbing.
If so then I guess I have to be more mindful, if not, then I still have to be mindful, I suppose.
never had any issues with that in DS1. but i think the only time i mash the roll button is when i know i want to do 2-3 in a row (or when i panick, but that doesn't happen in DS1 anymore.)
The combination of new dangers + rolling like a sack of potatoes while trying not to get wrecked immediately must have trained me to mash.
I pray to god elden ring will have a rebindable kick
Maybe spend $20 on a controller and git gud.
I got used to DS controls after many hours of play, and they are quite well suited for this game, but other games certainly do it much better. Dragon's Dogma for example. Disagree all you want, but the character actually moving the way you want when you want is a good thing.
This isn't DS3 where mashing is a playstyle. DS 1&2 punish mashing.
Have you played a lot of DS3? Input queue is even more apparent there. If you press roll and then get staggered, you actually roll right after recovering, which could take 2-3 seconds.
In DS1 and DS2 it's not that bad, although the timing is different. Take it from someone who never blocks and always (tries to) roll in DS games.
Also my original point still stands. "Punish button mashing" is a fan interpretation. Unless there's a proof somewhere of this being a deliberate and purposeful decision.
DS3 rewards mashing and brainless play. DS 1&2 don't.
honestly sounds like its harder to develop, since you have to remember inputs while animations are happening instead of just ignoring them.
I'm willing to buy that the remembering/queuing inputs during animations was done as part of network code to deal with lag.
but not being able to cancel animations is definitely done on purpose to punish mistakes.