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Suggestion for a Roll Attack


Drew
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The Problem: There is a slight, but highly counter intuitive delay in using your sword after completing a roll maneuver. Especially, if you are trying to follow up a successful roll with a charged swipe. I end up missing my brief window of opportunity waiting for the game to recognize my inputs as it switches between animations.

The Solution: Allow swords to be charged pre-roll or during a roll so that you can follow up on a successful dodge with a powerful counterattack. At the very least, remove the delay when attempting to use the sword right after a roll. Also consider, new animations could be crafted for this and it could be established as an actual 'thing' or move you can do, much like the sprint+crouch=slide+sword attack. I would even happily settle for a normal swipe if it could be executed very quickly after a roll.

To Elaborate: I use the roll at close ranges to confuse, be evasive, and to gain ground on an enemy that's shooting at me or avoid an enemy that's trying to hit me (roll under his swing and end up behind him, feeling ninja). The roll dodges incoming melee attacks very effectively and stylishly. Once you roll, and it has done its job, like a true ninja you want to be able to capitalize on your open or inaccurate opponent. So I go to charge swing my sword the moment the roll is finished and I am rewarded with a slow clunky wait for it to recognize my input, It just isn't fast enough. It feels very counter-intuitive to me that I have to wait so long after a roll to quickly swipe. I feel like a ninja should be able to roll dodge and then do a counter swipe quickly after, if not the split second the roll is finished.

Let me know what you think and if you've ever fumbled around while trying to use the roll and quickly follow up with melee attacks. I can't be the only one, can I?

Edited by Drew
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