Spacebar dodging needs help, and here's why:

Spacebar dodging has no invincibility frames and requires very precise timing to work correctly.

However there are some issues in practice, mainly: visually the character can dodge, and be far away from the incoming damage source, however still take damage because i-frames don’t apply to dodges.

My only reasonable explanation for this phenomenon is that the character doesn’t actually move away from the initial location until their dodging animation has completed, in which case they are still at location A, where damage is being applied, while visually at location B where they are safe, but still under the dodging animation.

This is very confusing from a gaming perspective as we are tied to our characters, and seeing them take damage, while being away from that damage source is perplexing. There’s a complete disconnect in what’s actually happening.

I don’t know what else to say about the matter. I play on US West Shandi with 47 ping. I’m prepared for the “get gud” posts.

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You would have to move a bit faster than the animation to dodge the attack. It’s always safer to roll before than during the attack because avoiding to get hit is always prioritised over dmg.

There have been experiments in KR confirming that the dmg happens where you are currently at while dodging, so it cant be that the animation is running but actual position of the char is where he started the space dodging. But yeah, I agree some mechs and their hitboxes are so confusing that you might think so… You need to get used to start dodging right away unlike you would do in monster hunter games or dark souls, i needed time for that

You agree with me, but then say I basically need to just accept it.

This game’s dodging is flawed, not my perception. If my character is visually AWAY from the damage zone, I shouldn’t be hit with damage.

In reality with this game’s logic… I have to pre-emptively dodge damage zones or else get hit.

Know that I understand nothing will change from this topic of conversation because we are the red-headed stepchildren of the superior Korean version of this game, but why do they insist on terrible mechanics that punish the less than perfect players?

As I write this know this has no meaning because nothing will change due to the fact that we are just receiving updates from Smilegate and AGS.

In the end either I deal with it, or get gud and slam my head against bosses enough times to learn when to pre-emptively dodge them.

Still doesn’t change the fact that dodging is dogshit.

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I find it funny that you call our version the redheaded stepchildren of the superior Korean version because koreans are complaining that they are kind of test server and guinea pig for the global version. Guess no one can ever be happy x)

I have 240 ping. At the least, I wish it’d stop pulling me back into mechanics I dodged out of.

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I do feel the problem with dodging. Hitboxes should be consistent with the position your character appears to be in. Leaving the hitbox of a character at the original location until the dodge animation is over is just bad and lazy design and should be changed.
In general, visuals and hitboxes should be, as much as reasonable, the same.
My full support for the thread request to fix this.

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a lot of visuals don’t make sense. My character can jump a few meters high(it jumps above sorc flame wave thing). But the skill still hits me.

This happens to me a lot, too. I don’t always have 240 ping, but sometimes it jumps like that randomly.

It’s so incredibly frustrating to have dodged, and then, while outside of the aoe area, I take damage and then am suddenly teleported back in.

Even without the ping, I noticed that dodging doesn’t have iframes. Feels pretty meh, but I guess not every company has to make dodges have iframes.

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Good that you are wrong with your assumption also git gud.