What do you guys think about this? Anyone willing to set up a time with me to test? If this means what I think it does, is that no more roll cancelling?
Here's the change in more detail: When you roll, you can NO LONGER interrupt the actual rolling. You are going to roll until the animation of rolling is over. You can then immediately go into block (or whatever else) once the rolling part of the animation is complete. And, your vulnerability window now ends as soon as you are out of the roll animation (as soon as you are able to block/do other things), instead of extending for ~300ms after as you're standing up at the end of the roll. This should prevent you from being vulnerable/countering two things at once.
Nice! I love this, although I'm sure a few roll heavy players won't be happy, I've called for a change like this a long time ago and am extremely greatful! Thank you Mepps and dev team.
Rolling is a heavily used strategy in this age of PvP that grants the "dodge" effect. Rolling is vulnerable to lunge, however, it can also be cancelled. So for example: Player B blocks > Player B rolls after the block > Player A Blockbreaks seeing the block but not predicting the roll > Player B's roll dodges Player A's blockbreak and opens a window to counter Player A's counter. > Player B lunges Player A. To counter rolling, Player A would have to lung Player Bs roll in time, this is done mostly by jump cancelling a blockbreaker into a lunge. Rolling itself is a fine mechanic. The flaw in it, in my opinion, was that it is able to be cancelled prematurely. Which made countering rolling much more difficult than what it should be. So, say Player A decides to jump cancel his block breaker, predicting the roll, in order to counter the roll. Player B can still counter his jump cancel > lunge by blocking to cancel his roll. With this update, what was highlighted in red gets fixed.
Common complaint in PVP centers around what many call "roll glitching". If you block and then roll, it was possible to cancel out of the roll before the animation was finished while the dodge window continued through the length of time for the animation to complete plus the 300 ms latency compensation. This combined into a materially large gap where a player could counter or perform other moves while the system still tagged that player as in an active dodge. From the opponenets perspective, you would try to counter a player who is rolling but it looked like they were not taking any damage even after they had visually come out of the roll. If I understand the change correctly, this change eliminates that free window. If you dodge, you dodge until the dodge is done. [EDIT] Or what Kody said
With that being said, @Mepps, what is the intended point of rolling if you are still able to be lunged from a cancelled bb? I originally wanted to ask for BB animations to be forced to play out as well but Kody mentioned that that change affects counter punishment, but under the current system, there really isn't a point in rolling to an experienced person who's not going to sit out their bb animation. What's the goal of rolling and what other minor tweaks could we do as an option to make it somewhat viable. Sidenote: During duels while testing this, the vulnerable to interrupt icon that's supposed to be above your head during rolling isn't there although the counter still kicks in. Didn't pay attention to whether it was happening everytime or just when I was testing one of the methods to cancel a roll that I don't want to put here in case there's still a bug with it that someone finds later.
This. It's extremely easy to always jump cancel a BB and lunge straightaway. It can be done every time you throw out a BB making roll itself kind of pointless. Obviously against inexperienced players it would be useful, but I'm not sure how viable it would be against good players.
On the test server,i could still roll glitch(roll-cancel) with double-enter or double-esc. And, your vulnerability window now ends as soon as you are out of the roll animation,u can cancel the vulnerability of the roll.
Can someone explain it in lamest terms lol from what I understood when you roll you will roll until the animation is over and can't be interrupted. But you're still vulnerable to being lunged?
Did you have someone on test server lunge you while doing that? I tried that already and got countered still.
You can't cancel your roll with a block anymore. That's the important part of what you need to know. Consequences and minor bugs still working out.
No I understood that part. It would be ignorant if you would be able to cancel your roll with a block. There's no dash in this game. The only thing there is a roll. Being able to roll isn't used just for pvp. Being able to roll helps in pve just as it helps in pvp. What I asked was if you're still vulnerable to being lunged. Perhaps further explain Mepps last sentence if you can.
Last line from my understanding is a fix to the late lunge occurrence you would experience ever so often in pvp. You could see someone roll and lunge stupid late at the end of animation and still get a counter instead of having to lunge while they're rolling. Because you could catch that late lunge, I'm assuming that was the point they had control of their character again at which point some people would block and counter you leaving you wondering how the hell that happened when you've caught those lunges before. Aka it's just a tightening of the counter window to be just during the roll animation and not slightly after during the animation change back to standing.