We need MORE Movements Skills. Give alternative to the Dodge Roll

So, I was thinking about the movement in the game. Currently, there is a huge problem with it. It's basically non-existent. I play Deadeye with Tailwind and stuff, so I have 40% MS. And it is fun. BUT, I think that there should be alternative solutions to the movement problem, not only stacking MS on boots and buffs.

In some interview, GGG (Jonathan if I recall correctly) said that they want to make the game less "overpowered" because you would have plenty of good choices and you won't be able to pick them all. I think right now, movement is part of the game with the least amount of opinions in many instances.

So, let's talk about 2 base mechanics: Dodge Roll and actually moving your character with mouse/WASD/controller. As for the latter, there is nothing to actually talk about, besides the fact, that you have base movement speed and Various Modifiers.
Dodge Roll is an interesting one. Gameplay-wise, you lose complete control over your character BUT you move a small distance over a short period of time. If you think about it, it is a skill, that is bound to Spacebar by default, not on your usual "skill bar". And I'm all for it because Movement and Positioning are the things that play SOOO good in PoE 2. As with any skill, Dodge Roll has some properties. For basic Dodge Roll, those are:
a) It has no cooldown.
b) It has no cost.
c) It can interrupt all the other Skills (the skills I've used at least), so it has the highest animation priority.
d) It has 100% or more evasion chance in the first few frames (invulnerability window)
e) The animation has 2 "stages". The first one is very fast with a lot of distance traveled. The second one, the "the roll" part with being uncontrollable basically stacked in place.
f) It has no scaling with anything else in the game. I think, that Dodge Roll distance should be scaled with the movement speed modifier.

So, if you think about it, there are more options that can change/replace the "Dodge Roll Skill" and expand on how they could be different. I'd like to suggest a few options:
1. Blink.
We already have it in the game. It is a spirit gem, that replaces the classic Roll (I'll talk about it later). It has no animation, BUT it has a cooldown. It also scales with spirit gem level (the distance traveled).
2. Jump.
We already have it in the game, but not as a separate Skill, but as a "modified" version of it. So, if I combine a Jump with a Slam, I'll get the Leap Slam. If I combine it with a frost Arrow, I'll get the Escape Shot Skill. And if used with a poison arrow I'll get the Toxic Growth. Unlike Dodge Roll, existing skills have Mana costs. So, generally speaking, Jump should have more cast time, but it also can jump over cliffs and monsters. It might scale max jump distance based on movement speed modifiers.
3. Sprint. .
We also have those in the game. For example, the Stampede and the Shield Charge. If you think about it, you get a burst of movement speed, decaying over time, AND the Block and some damage on top of it OR some Slam Skills on top of it. Sprint, unlike a Dodge Roll, has no animation. It casts instantly, having a very small "slowing" debuff in the first fractions of the seconds, then increasing the movement speed of a character. At the end of the sprint, the character slows down again. I have no idea what other properties (cooldown/cost) Sprint might have, but you get the main difference. Sprint also doesn't interrupt any actions that can be performed while moving. Sprint doesn't scale by itself, but it increases (or gives more) movement speed for a character.
4. Dash.
And finally, we have a Dash. Dash is a "smaller" form of Dodge-Roll. It is very short, but it it doesn't interrupt any actions. We have a Dash built-in, for example, into Monk's Wave of Frost and Whirling Assault or Gathering Storm or Sorc's Comet or Lightnin Conduct (if casted nearby). The Skills are uninterrupted and will be casted despite the dodge. The distance is very short, though, so you can only adjust your position.

So, my point is that we (players, especially in Melee) want to have more control over our movement and positioning. If we haven't felt how good it might feel in the same game, but on different builds/skills/classes, there would be no issues.
I have a problem with the skills I gave as examples before. Mainly because, in almost all of them, you lose control over your character. Why do I have to move an inch, if I use the Spiral Valley? If you take a closer look, almost all the skills used at the moment are ones with the upper part of a character (weapons/spells), and the lower part (WASD) have nothing to do with one another. I'm not saying every skill should be usable while moving but dammed close to it, specifically for Warrior/Monk and future Melee characters. I can cast almost every skill as a Sorc/Witch while I move. I can do the same for Archer and Mercenary. I can do it quite often on Monk, but I almost never can do it on Warrior.
Another issue I have with the current version of movement skills, like the Escape Shot, is the "coding" of it. It is insane when you can't jump over anything, because it is a pseudo-movement skill, not an actual one. I can be staggered while in a jump, so the animation is instantly interrupted, my character teleports to the ground and gets the staggered animation. I really hope GGG will recode this. And it's tolerable for ranged characters because you have much more options in your positioning. But for Melee this has to be done to feel good.
I'm not insisting on specifically replacing Dodge Roll, although I'd like to have those options. But at least existing movement skills need to have some further polishing and coding work. Please, let me use my Supercharged Slam, Hammer of the Gods, or Comet and move at the same time.
Dernier bump le 14 févr. 2025 14:23:33

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