We need dash. Roll is not working.

I am the only one who hates how roll dodge is implemented?
I cannot count the number of times the character is cornered by over aggressive enemies and their suicide charges. Roll is blocked by enemies and it is way too slow.
Some maps are way too much hordes of enemies. Try to move away to evade them and there are other 50 waiting 5 meters away. What you can do? Rise your shield, haha!
最後にスレッドがバンプされた時間 時刻 2025/05/18 8:51:36
Having dash removes most if not all senses of danger.

We already have that with blink which replaces roll for a spirit cost, which I'm fine with.

Being able to just dash through enemies without caring that I might get boxed in, in my opinion is no fun, mindless gameplay and I hated how easy it was to accomplish that in PoE 1.

To me personally a roll shouldn't even be able to pass through an enemy, nor completely push them out of the way.
最後に firenovix#6291 が 2025/05/17 16:18:01 に編集
"
firenovix#6291 が発言:
Having dash removes most if not all senses of danger.

We already have that with blink which replaces roll for a spirit cost.

Blink is only available way too late in the game and it is not available for everyone.
Yes, you can sacrifice 60 spirit for a bad mechanic. But this 60 spirit has better use in a build that one shoot all enemies before they can even came close. Just see the meta.
Dodge is fine.
"
B00b#4465 が発言:
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firenovix#6291 が発言:
Having dash removes most if not all senses of danger.

We already have that with blink which replaces roll for a spirit cost.

Blink is only available way too late in the game and it is not available for everyone.
Yes, you can sacrifice 60 spirit for a bad mechanic. But this 60 spirit has better use in a build that one shoot all enemies before they can even came close. Just see the meta.


That's the point, it's to make something like that have a cost.

Also if you're getting boxed in playing the campaign idk what you're doing wrong, has hardly happened to me during campaign. Also being able to use blink almost right after campaign isn't "way to late in the game".

I also don't care about the "meta" it will be nerfed, so telling me to look at the meta is meaningless to me. I don't play "meta" builds, the majority of them abuse bugs right now. I like slower, more challenging and methodical gameplay. Which is why I stopped playing Path of Exile 1 in the first place.
最後に firenovix#6291 が 2025/05/17 16:29:35 に編集
There is a laundry list of things you can do to prevent getting cornered, the most basic of which is to avoid corners - plan your movements and try to avoid putting yourself between a wall and a horde.

You can use slows or pins to give yourself more time to thin out crowds; minions, companions, and turrets will distract portions of large groups; knockbacks and stuns create gaps to roll through when you're stuck; blind and similar debuffs can make the closest enemies less deadly so you can kill them without taking as many hits; caltrops and illusions can add offensive and defensive capabilities to your rolls; there are passives and gems that you can use to enhance your survivability when surrounded (3+ enemies within 3m of you - very common when mapping).

Dodge roll works fine and is obviously a fundamental mechanic at this point that they're not just going to yank out on a whim.
It is undeniable that roll is an objectively worse mechanic than dash, the fact that every build in PoE used them indicates that it is a highly enjoyed and effective method.

So far PoE2 has been an exercise in actively going backwards in every aspect of gameplay, with no progressive efforts made.

The attempt to force a sluggish and mind tedious playstyle on players is bizarre, especially when PoE was unique in having action packed gameplay. If people want sluggish there are already other franchises that cater to this.

Thankfully it's an easy fix to just remove dodge roll and replace it with dash, and no need for it to come with a Spirit tax which only adds another layer of disappointment to an already uninspiring mechanic.
+1
-1

good thought but unable to aplly it in this game. Maybe strafe right/left could bring small diference of avoiding part damage hit.

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