Delayed Daredevil Dodges
I noticed the same thing, huge, massive, insane delay before actually dodging on daredevil.
Also Asuran dodge animations changed to some lame looking charge?
There is absolutely no evidence to support that it would.” -AnthonyOrdon
I hope it’s not intentional, it is extremely clunky feeling.
Did Daredevils get the name because they just refuse to dodge until it’s too late?
lol
My dodges on my daredevil didn’t have a delay, sounds like a bug to me.
I also noticed a delay, not quite as pronounced as Tapioca is talking about, but noticeable. It might have just been an animation thing though, hard to tell. But yeah, the DD special dodges all seemed to have like a quarter-second pause before you’d actually do anything that isn’t noticeable with a vanilla dodge.
I noticed the same thing, huge, massive, insane delay before actually dodging on daredevil.
Also Asuran dodge animations changed to some lame looking charge?
That’s only if you pick the “dash” GM trait (which is the default when you log in). The Lotus one is more similar to the default dodge animation, and the Bound one is a crazy flip-stomp. Make sure to try them all out. I do wish that Dash kept the Asura backflip animation though.
you spend complaining about it on the forums, you’d be
done by now.”
What’s the deal with the bizarre delay with dodging on Daredevil? You press dodge and the character just stands there eating attacks like a member of a dungeon pug. Then like a second or so later it finally decides to dodge when it’s far too late to be of any use.
I thought maybe it was lag or input delay, possibly because Anet keep deciding that the best time for stress tests are at the exact same time that people are trying to beta test. However, I loaded up a different beta character and did some test dodges and they worked perfectly.
So what’s the dealy? Is this intentional? Did Daredevils get the name because they just refuse to dodge until it’s too late?
its the special effects on the dodge that is doing this.
Warriors use to suffer from this early on in the game when they trait for damage on dodge trait.
Sweet Mother of [insert deity]
At first I didnt notice the dodging was too bad, until I got mobbed. Then it was a series of dead, up, dead, up, dead, up, dead etc. I would stand up, hit dodge, and stand there eating a facefull of damage. I understand putting a root at the end of the dodge, but we need a clean start of the dodge. Having a choice between 2 dodges and 3 roots is not much of a choice
I rather have my normal dodges. Do not like being forced to take 1 of these dodges because I trait into daredevil tbh. 2 of the dodges reveal me, and are hard to land. are lower and less responcive, and the dash also takes longer and the animation I just hope is a place holder ^^…. so yea rather have the option to actually use my Original DODGE
other then that I love about anything on DD
I do hope karl reads this type of feedback
[TSP] The Shadow Phantoms – Guild master
Gunnar’s Hold
Also, the dagger spin one doesnt always do damage. Every other dodge it fires off, but that in between one, nothing!
Had no problems with the bounding damage dodge and I haven’t tried the others yet. Staff skill #2 does seem to fire twice sometimes which has thrown me off of ledges but that might be user error. More testing needed.
Yeah, between the dodge delay and the rubberbanding associated with the dodge and many staff movement skills, I’m finding this a pretty unpleasant spec to play straight out of the gate. Running about 300ms ping here, so high but not extraordinary.
Now you can all feel how a lot of rangers have felt about their sword dodges for the past 3 years
I’m not getting any dodge delay.
All three of the dodges are highly unresponsive from what I’ve seen. I’m also getting 300ms latency (which is on the good side actually) but the delay on the dodges is noticeably higher than that, sometimes a few seconds after the input.
Totally kills survivability, and considering mobility is one of the goals for Daredevil, it’s kind of a big deal. Most importantly, it’s just not fun. The staff skills are neat, but effectively losing dodge is a bit of a deal-breaker.
Now you can all feel how a lot of rangers have felt about their sword dodges for the past 3 years
I’ve played sword ranger for years. Those dodges actually work. These ones don’t, and it’s making the Daredevil unplayable.
I’m going to echo the “delay on dodge” observation. I barely had time to test (due to work), but it was pretty obvious.
delicate, brick-like subtlety.
I’ve never felt more in danger than when trying to dodge on the Daredevil. I find that quite ironic. I really like the concept, but there’s got to be a way to make these dodges instant and fluid like the regular dodge. They can’t just be skill animations because they aren’t skills; they’re a fundamental game mechanic.
Now you can all feel how a lot of rangers have felt about their sword dodges for the past 3 years
I’ve played sword ranger for years. Those dodges actually work. These ones don’t, and it’s making the Daredevil unplayable.
I think he means, the clunkyness and loss of mobility is similar to the ranger sword leap. Mechanically I think the thief dodge changes are the same as ranger sword leap.
The ranger sword auto attack will prevent you from dodging if you try to dodge at the wrong time in the animation, which can lead to some untimely deaths.
Everything is a Nemesis plot.
on me dodges seems working, but with the jump it feels like havin a aftercast, when you “fall” down on the ground. feels a bit crippled.
and you are not forced to select a dodge-trait, you can still leave then free, when you dont like ;-p
While not quite the level of OP’s hyperbole, ( :P ) the delay is very noticeable. Also, Staff 5 and the bounding dodge feel very clunky, probably because of the stomping animation.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
I haven’t notice any delay on DD dodges, although I really didn’t play with DD a lot.
However I did notice the incredibly annoying bug that I can “dodge” while doing another dodge, it won’t add to your evasion time, it won’t throw you further, it will do nothing, I only notice that happened because it throws caltrops again due to the Uncatchable trait, and to my dismay it DOES consumes another bar of endurance when that happens.
You can probably understand why this is such an enormous problem, because I usually press V furiously when I panic, and thus consuming 3 bars of endurance in a single dodge.