Any news on fixing the dodge roll nerf?

There’s you’re problem. You said it barely does anything to “disengage” from combat, Dodging/Rolling isn’t supposed to do that, it’s used to evade or escape a hit.

The new roll is fine. Just Git Gud, and spend more time getting good at it instead of writing posts up. I’m glad the old roll is gone, having everyone roll out of combat with sonic speeds to evade and heal was soo boring,

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Why not talk about realistic? If thats the appeal that you desire, then its perfectly valid to use that as a measure of what you want.

Just like you wanting some abstract sonic the hedge hog roll out of combat mechanic.

So laugh away. Fortunately this time around, the devs implemented a feature that wasn’t comic bookish.

And you’ll just have to get better at the game if you want to go tackle groups of people by yourself. I seem to do just fine with the current roll.

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All those mods do is speed up the roll. None of them increase the distance you roll.

Doesn’t change the fact that the iframes are so minimally small. Not to mention by the time iframes are done enemies have more than enough time to attack you again while you’re finishing the dodge animation.

Why would they do that? The new roll is balanced and prevents people from roleplaying sentient bowling balls constantly. If you’re angry about the meta changing, I invite you to wait in the very, very long line of people who aren’t happy and making these posts to express that they loathe and fear change. Alternatively, you could get used to the change and build to adapt like the rest of us have. I personally enjoy the change, it’s made me rely more on other strategies; like blocking, using armor, or mounted combat. The game isn’t literally unplayable, it’s just a different way to play now.

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Not trying to keep the debate going here; for the record I have now withdrawn from it. But that is simply not true. Here is an example right here, and I can post plenty more for you if you like. You can make the argument that it is a martial arts movie and not Conan if you want, but the claim is still false. You are already on the winning team (congratulations are also in order), no need to rub it in.

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Agility affects the amount of time it takes to standup and to counter attack after a dodge. Not the distance. That might be why you haven’t noticed a difference.

yeah 1 vs 10 but while he is fighting 1 of them, the others are just dancing in the back :smile:

anyway…

if you actually play you would notice a huge difference. The new dodge is better for many reasons, one of them is that you can’t disengage from combat so easily…
also you can’t roll that far when overcumbred.

Tbh, i never had a problem with the new dodge, you can roll and then sprint quickly enough to stay way from danger.
I wouldn’t say that having your thrall doing everything for you is better though, but the roll is cool as it is now,
On the other hand, i have to say that rolling is kinda silly, i rather have a faster side step, and rolling only when meeting certain requirements, as light armor, and some points in agility

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There are few real-world instances where a single combatant could defeat multiple opponents. Now, if those opponents were completely incompetent and got in each others’ way all the time, the single guy could win. The same logic applies to Conan Exiles. I’m sure a PvP master with 3000 hours under their belt can beat up six new players who have just crossed Noob River for the first time.

But in any real-world situations where multiple even semi-competent opponents who have fought together before, a solo combatant is screwed most of the time. Only some specialized weapons, such as the greatsword, can keep him alive for some time (unless one of the opponents decides to die in order to defeat their opponent). So if anything, I’d like to see the greatsword become even better at many-against-one situations in the game because that’s what the weapon is for. You don’t need to dodge if the enemy can’t reach you to hit you.

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Being nitpicky, they are attacking at once. Most are still showing respect and engaging one at a time, trying to best him themselves. First few seconds, he has both hands tied up. holding the guys kick, and the others are watching. That is my point. That in CE, when faced with one player, 4 of us will encircle and bum rush, knowing 1 or 2 will take most of the damage even die, but the other 2 will finish the fight before it starts.

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If we’re sticking to “modern” melee warfare here, the general consensus is that 5 v 1 is the maximum gank available. We were trained to make our damage outputs equal to the possible inputs, even in a situation of gang attack, but all bets were off with 5. The theory and practice is/was because of human physiology and mass, a whirling ball of attack-mode human can only be struck effectively by five at once.

At our unfortunate time in history, my increment was facing Operation Desert Storm, therefore OCS was very realistic. Gone were the happy-go-lucky Top Gun days, and we were considering the no-win situation. Right after we learned the effectiveness and practice of a good Fire Team, we were broken into singles for our Kobayashi Maru: a hill base assault, 1 v 4. As civilized as I am now is as savage as I was then, and even though we were only using pillow sticks, it was exhilarating. It is absolutely breathtaking to fully understand what you’re capable of when pressed.

I suggest for all interested and fit enough to do so, to investigate a good combat or martial arts training course, online of course. Wing Chun, as performed by the great Master Ip from Crom’s inspiring video segment, was a rebellious form of clandestine martial art. The sweeping motions of the arms and legs, while not clearly demonstrated in this fight scene, are evident elsewhere in the movie. These are called “the flip of the broom,” which is how the factory workers could train in their spare time without alerting authorities.

If we had “actuators” on our blade angle – in other words a retouch/aftertouch feature – I could definitely see broad and satisfying application of the 2-handed sword in this way. Especially for crowd control.

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At 2:31? Oh wait that was only 4. So do they all have to stand around him in a perfect circle and punch him simultaneously in an epic feat of synchronisation for it to count. :crazy_face:

He is actively engaged in a battle with 10 opponents. More than good enough.

That you are.

Determined to double down? Okay I can indulge you.

Wait let me guess gentlemen, it doesnt count because there were several occasions where 5 werent all striking him at any given moment?

Looks like some people still have an old build of Conan.

People doing that because the new roll is way to short, u cant even dodge a hit from a thrall most of the times. U kinda need to double roll, wich shouldnt be necessary.

U can be as good as it goes, it will not work to fight 3v1. Promies me, I know. And why should it be so realistic when everything else in the game is unrealistic?

Why should you be able to fight 3-5 people by yourself? I find that as silly. You shouldn’t be able to fight 3 v 1 - at least easily.

And per the developers this isn’t changing, so its time to get better with the game as it is and learn ways around that.

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The dodge roll definitely does need to be reworked. As it stands dodging is almost completely useless unless you have points invested into agility. I’m gonna be honest it makes combat in the game unbearable at times.

Ever played PvP? Like real PvP that is happening on officials? Not the organized 1v1 or 2v2 fights.

You had very rare occurrences of fair fights. I just need to mention „server wipers“ or clan alliances. People ALWAYS tend to OUTNUMBER their opponents. I very often had fights that were 2-3v6-8. With the new dodge roll you can Pretty much only run away and avoid PvP if you see 6+ people approaching your group of 3.

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Yep on survival games sometimes thats what you have to do. Run away if you are out matched.

Everytime I see how dodging is now basically “useless” i have to chuckle. I chuckle because I seem to have worked into it pretty well and find it useful when I need to use it as a way to avoid an attack. Useless in the sense that you can’t just get completely out of combat but we’ve already circular debated that one ad naseum and we already know that that was why it was changed, because it wasn’t the intent any longer to be able to do that (roll out of combat at will).

Yep. You sure do have to invest in agility now. Instead of having dump stats like before. We can’t all have our cake and eat it too.

And yep this isn’t a super hero game where you can be a jedi master and take on 5 or 6 people by yourself with an exploit move. Its a game where sometimes you have to avoid combat if you are out matched.

Well that’s disappointing.

I have no knowledge of coding so forgive me if this is way off base, but would it theoretically be possible for an optional “legacy dodge” to be written that has its own separate keybind? This new command would in no way need to overwrite the current dodge action, but would be a secondary one available to be used by those who prefer it. It could obviously be disabled by default, but be enabled via server settings by single players and private server admins who choose to.

Could such an approach be viable? How far would such an option go toward reducing the impact of the critical code rewrites mentioned? Could the “recovery” aspect of Agility factor into this idea, or would recovery have to be ignored for a secondary legacy dodge?