Unlimited Dodgeroll is way to OP.

What utter nonsense. If you don't like dodgeroll, don't use it...
If you are spamming dodge roll then you aren't doing damage. The best way to play is to not do dodge roll at all.

If you still clear screens while spamming dodge roll then the issue isn't dodge roll, it is the damage and how easy it is to access to high damage in trade.

And some abilities are just broken even in SSF.
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CroDanZ#1818 wrote:
This ends up spamming dodgeroll 24/7 and cast 1 button "clear whole screen" skills inbetween, instead of using dodgeroll as a valuable skill to get out of dangerous situations from time to time.

Dodgeroll should be used for tactical replacement during a fight, not being a "cheese button" for bosses as it currently is, where you dodgeroll back and forth close to the boss to cheese his mechanics.

Suggestion: Dodgeroll should have an initial cooldown of 2-3 seconds and 2 uses, but you can reduce the cooldowns with specific affixes on boots (Dodgeroll CD reduced by xy%....Or increase the dodgeroll "use counter" up to 4 (means you can do 4 dodgerolls successively before the CD starts).

This way we would have a way more tactical game instead of "Path of Dodgeroll 2" where 70% of the game is sprint+dodgeroll, because it's way to powerful without any restrictions (Esp for Pathfinder this league).


just remove the need for a dodge roll in the game, and have it like poe1 easy fix, gimme flame dash or frostblink
Last edited by TechnicallBrains#4648 on Dec 18, 2025, 1:32:44 AM
To Devs: if you touch dodge roll you should add +10 passive points to Passive skill tree. Enough changing abd adding new things without raising passive points.
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The issue is that you have to spam it in maps because of monster damage and swarming, and that it doesn't actually provide I-frames for important boss attacks.


Ofc all those things have to change aswell....idealy 1-shot mechanics of mobs and bosses (means flat damage attacks) should be well telegraphed, all the other attacks & effects should only do a % om max healt dmg, no matter how much life we as player have.

The game should also get rid of being able to 1-tap bosses, no matter the investemnt.

The vision of the game is to make it slower and fights more meaningful.

But with unlimited dodgerolls we just have a way to powerful cheese mechanic for most of the enounters.

A dodge roll should be a strong & meaningful tool to reposition your character or dodge certain mechanics, not being spammable in every encounter.

Unlimited dodgeroll just kills the interaction with all boss mechanics in the game and the need to learn them....Becasue I can dodgeroll out of them without limit + being immortal during the animation.

You can practicaly abuse that till you get to the point in the game where you 1-tap bosses (ofc at this point you don't need it anymore.

So conclusion: Limit dodgerolls + not being able to 1 tap bosses = way more interactive game with meaningful fights.


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What utter nonsense. If you don't like dodgeroll, don't use it...


It's not about "liking".....it's becasue the whole game is balanced around this way to OP mechanic we end up with not so many meaningful fights as promissed.

Because of the waay to powerful dodgeroll ability there's no need to learn boss mechanics in 90% of the cases....you can simply spam dodgeroll while the boss do his attacks and ofc spam your attacks as he stands still.

This makes the need to learn all the different boss mechanics kinda obsolete and that's rly bad for the uniqueness and variety of those encounters.

A bossfight should be intense and an encounter where you watch every step you make....not: Precast -> roll roll roll roll -> attack attack attack -> roll roll roll roll.

We should also get rid of the ability to 1-tap bosses at the same time but that's another topic.

Last edited by CroDanZ#1818 on Dec 18, 2025, 8:49:30 AM

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