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I always tried Rolling to avoid damage but it never seemed to work so i didn't think thats how it was done. Might have just not been timing it right but how i was being punished made me think it wasnt supposed to be used that way. Thank you for the reply
what the hell are you mumbling about combat is super strong brah
dodge rolling intuitive, the bindings all made sense right off the bat
And normally im never into these rogueliek games at all.
a fairly modern game like Alaloth has garbage combat I hate it in that game.
Ultimately I'm only still playing for the story and the aestetics. I'd love to maybe see a turn based option later on even if that came as DLC.
I'm reading through the old feedback and I feel like much of that was addressed during the Early Access.
Melee hits stun / interrupt every time now. (But you can't just pummel an enemy down constantly as the nth player attack will be an exhausted / slow one.)
Should be easier to run away from enemies since original release version.
Combat against enemies got tuned a lot so fighting against a group means that mostly only one of them attacks while the others stay passive and wait for their turn.
This part of the combat stayed the same:
Do roll in the moment of incoming damage impact as the roll gives a few "invincibility frames".
Healing during combat happens via Nano Health items, which can be crafted.
The stuns and dodge rolls etc. were pretty iffy back then. Combat feels pretty great in modern builds.
It's not easy so every fight is a struggle and every win feels like a win, if that makes sense.