It does have very different dynamics for enemy attacks. A lot more fake starts for attacks, like an extra jerk of the arm, a feigning slash, and I think the tracking is a lot more intense than in previous titles. To me, it feels like tracking stops only at the moment when the actual attack move begins.
Plus I think the dodge animation has a few wind-up frames which aren’t affected by invul frames, making timing even wonkier.
No that may absolutely be the case. The windups and feign attacks are absolutely a thing. Delayed attacks, sadly, too. The throw off my timing so much so often. Not sure about the dodge i-frames, though
Dunno where I saw/read about invul frames, it was pretty soon after ER launched, so I’m not taking it as the truth, either. I still feel that something about the dodge itself is different, but with the amount of delays and long wind-ups to enemy attacks it’s hard to tell. Sometimes I (think I) dodge right as the swing starts, and I’m at the other end of the arena by the time it lands. Other times, I (think I) dodge as the swing starts, and end up stunned and eating a second hit as well… Which is ok, because only the Mimic Tear managed to kill me so far (got overconfident first time at it, it ended up doing more damage per hit to me than I did to it).
Edit: either way, I’m 99% certain there’s no input lag (at least under optimal conditions, it’s not default to the game itself), I tested it extensively with other actions, and none feel as finicky as dodge timings. Heck, the akimbo Bloodhound’s Fang slam attack staggers armored war horses, I don’t really dodge anymore:))
“What the hell is this?? The invul frames in ER are bullshit! No, YOU’re slow, this is clearly input lag!” - me a couple of years ago
Honestly, I feel that. We’re currently playing ER too and are on our way to the DLC and so many attacks feel so weird to dodge away from or into
It does have very different dynamics for enemy attacks. A lot more fake starts for attacks, like an extra jerk of the arm, a feigning slash, and I think the tracking is a lot more intense than in previous titles. To me, it feels like tracking stops only at the moment when the actual attack move begins.
Plus I think the dodge animation has a few wind-up frames which aren’t affected by invul frames, making timing even wonkier.
Edit: may be completely wrong.
No that may absolutely be the case. The windups and feign attacks are absolutely a thing. Delayed attacks, sadly, too. The throw off my timing so much so often. Not sure about the dodge i-frames, though
Dunno where I saw/read about invul frames, it was pretty soon after ER launched, so I’m not taking it as the truth, either. I still feel that something about the dodge itself is different, but with the amount of delays and long wind-ups to enemy attacks it’s hard to tell. Sometimes I (think I) dodge right as the swing starts, and I’m at the other end of the arena by the time it lands. Other times, I (think I) dodge as the swing starts, and end up stunned and eating a second hit as well… Which is ok, because only the Mimic Tear managed to kill me so far (got overconfident first time at it, it ended up doing more damage per hit to me than I did to it).
Edit: either way, I’m 99% certain there’s no input lag (at least under optimal conditions, it’s not default to the game itself), I tested it extensively with other actions, and none feel as finicky as dodge timings. Heck, the akimbo Bloodhound’s Fang slam attack staggers armored war horses, I don’t really dodge anymore:))