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Once you roll away, there is a little one-two second window where you can actually see the troll teleport to you mid swing, as he's swinging you dodge again.
Cheers. I do not have the issue with actually dodging. That bit is fine.
I just do not like that trolls teleport to you if you use swift. Ignore the timings and the windows for dodging.
I think trolls should not teleport like that. They just get locked in their 3 swing sequence and the game does not understand what to do when you're no longer near that sequence. The troll is glued to you during it.
But obviously it was an oversight from the developers, absolutely not intended and will need to be patched eventually to make the supposedly advanced dodge actually worth getting. I am avoiding it like the plague.
OH and some people will tell you that it is not a dodge feature (it is).
The long dodge DOES help you get away from just about everything else (though some of them teleport to attack, like goblins).
I suspect the reason it doesn't work on trolls is they would ridiculously easy without super tracking teleport attacks.
There combo is SLOW and wouldn't have huge range without the teleport thing.
I think trolls were a conscious and intentional decision because of how their swings work.
Just about every other charging attack creature (wolves, spiders, dugbogs, etc.) doesn't have the same behavior.
The only things that very obviously teleport are trolls and melee goblins (off the top of my head) So yeah, for better or worse I think it's intentional behavior.
I think it does show, but the point is that the troll is glued to you during the animation and it will teleport to you during the second swing no matter how far you run away with Swift.
They are so broken is it any surprise their attack might be glitched? These aren't the only signs of broken pathing or poor AI though. Most things do this I guess. Still needs a lot of work.
You have to think of it as a long jump which just isn't animated properly :P