Talk:Dodge

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I think i would change the keys for dogding, so that a single tap on 'q' makes my char go left and a single tap on 'e' makes my char go right Goatzilla 07:00, 4 June 2011 (UTC)

Dodge and evasion[edit]

"Dodging now also evades attacks, making it a more effective and understandable way to avoid big creature attacks or to get out of AoE spells." What do you make of that? Mediggo 08:34, 16 August 2011 (UTC)

Sounds awesome to me! It would be cool to dodge a giant mace as seen in the Thief Steal video. That would have made that vid even better. Elonwolf 21:44, 16 August 2011 (UTC)
I thought it worked that way in the first place, so not much has changed in my mind. --ஸ Kyoshi User Kyoshi sig2.png 22:40, 16 August 2011 (UTC)

skills for dodging[edit]

I am wondering if they are going to add some skills to full or manage the dogging like in gw where there are skills to manage energy. --67.197.71.104 17:43, 20 August 2011 (UTC)

I don't think so, because of balancing issues. Dodging is meant to become, with weapon switching, the element that makes the difference between regular players and PvP competitors. So they have to let people manage it. --Till034 18:00, 20 August 2011 (UTC)
From what I've seen, dodging is managed strategically. So if you're in a position where you're dodging to the point you run out of energy, then you're either in over your head or you need to switch strategies. --Xu Davella 18:05, 20 August 2011 (UTC)
In the Gamescom Demo, dodging takes about 50% of your energy now, so you can dodge twice in a short amount of time. I counted 10 seconds for the energy to fully recover from 1 dodge, just to give a clue how often you can dodge (of course subject to change.) 84.25.135.31 22:45, 20 August 2011 (UTC)
Are you able to dodge over things? Like from the Gamesom trailer where Caithe vaults over the knocked down tree, does the new dodging allow for something like that? 199.126.37.144 16:21, 24 August 2011 (UTC)

Dodge vs Evade[edit]

Evade and dodge are not same. It's possible to evade attacks while immobilized, but it's not possible to dodge (using endurance) at all while immobilized. I think we could split the article to Dodge and Evade or at least break them into different sections. Mediggo 10:43, 2 October 2012 (UTC)

Dodge roll / jump roll[edit]

I thought the snare you get when under agro was a bug originally. It feels so clunky. I wish it wasn't there. I understand the philosophy of wanting people to only be so fast in combat, but not punish them by causing extra travel time out of combat. It could be look at as not an agro snare, but rather a non-agro boost. However, the feel is annoying. I'm biased because I want faster movement in almost any game. Obviously though, with jumps spaced like they are (ex. Jumping Puzzles), agro effectively is a snare rather than the other way around. I understand it, but feel the game would be better the other way around.

That being said, there is a work around. To press dodge and jump will give you an agro jump roughly equivalent to a non agro jump in distance.

But, even though I am not a proponent of agro snaring, I am also not a proponent of this work around. In GW1, you could do an attack called quarter stepping (q-step). GW1 allowed for click move (meaning you click on the ground, and your character walks there). The q-step was when you initiated an attack, and clicked on the ground to move quickly around a target. Granting you movement distance you were not meant to have. While it was this strange harmony of fun and tedious to execute, it wasn't a good gameplay mechanic. Now, one could argue that tricks like these allow for more skilled PvP (which it does), I would argue that this is not a good thing. Skill in PvP should come from positioning and timing. The interface of a game should do as much as possible to make the connection from mental thought to character execution as seamless as possible. When a mechanic like q-step or dodge-roll is in a game, suddenly you are increasing the burden between thought and action. Skill should be dictated by cognitive decision and reaction time, not by some gimmick mechanic that is really more of a game design flaw than a true skill seporator.

It should be known that this point of view comes from a person who can execute things like these fairly easily. They just feel tedious and show kinks in the engine to me mentally when I do. I would prefer solid mechanics and seemless interfacing for all players involved over having a personal leg up over those who don't know this, or those who can't execute it. If this remains in the game, I think it would be wise for A-Net to AT MINIMUM put it in as one of their "new player tip window" things. That way, when you beat someone, you know it was more from skill than the fact that this person hadn't discovered dodge rolling on their own. But more so, I just wish they would remove agro-snare. --Mooseyfate 16:25, 5 November 2012 (UTC)

I tried pressing Jump and Dodge at the same time (out of combat). Doesn't work for me no matter how I try it. Either I end up dodging normally (not longer distance) or jumping normally (without dodging). Perhaps this glitch is no longer possible? (Feb 2013)
Takes a lot of practice to get it right the first time, less practice to be semi-reliable, and eventually, you can jump+dodge near 100% of the time. 75.37.20.148 02:24, 12 February 2013 (UTC)

Unique Effects[edit]

Roy has said Revenant will be getting 'dodge fluff' - is that worht adding, or not until HoT comes out? also, what is the mesmer's 'unique sound effect'? i'm playing mine now and i don't hear it... - Narrrz 121.75.169.79 07:08, 4 September 2015 (UTC)

I wouldn't add the Revenant info until we know exactly what the fluff is- if it's known, then go ahead and add it. (No clue about Mesmer.) – Emmett 13:24, 4 September 2015 (UTC)

Is there any footage showing how the dodge animations for Thief, Revenant, and Mirage are different from normal?[edit]

I would like to compare how they are different. --175.156.194.17 14:31, 18 April 2024 (UTC)