Talk:Rolling Guard/@comment-172.92.103.182-20181025075303/@comment-172.92.103.182-20181029082137

Considering that taking cover or making use of crowd control will almost invariably outclass the defensive utility of rolling in a shooter anyway, there's not really any incentive to do so aside from dipping in and out of the fight, unless that Bombard has already fired a rocket, or that Arson Eximus has already cast its fire ring, or you're already spiked with a Torquebow arrow and thus find yourself in one of the few situations in which the brief %DR will save you. Taking advantage of your assorted mobility tools is almost always an option, of course, but that encompasses a lot more than just rolling.

If it's there and people expect it to be used, then why is the effort to reward ratio such garbage compared to other methods? Why shouldn't someone who went through the trouble of learning how to time their roll be rewarded by nullifying each of the 20 attacks that would have hit them in that time frame, as opposed to dying anyway thanks to bizarre scaling issues?

I've got to hadn it to you, %DR works better than I-frames in other action shooters, because enemies mostly deal fixed damage. They can be balanced so that chip damage is still a factor, but only as dangerous as the chosen difficulty level warrants, meaning that the mechanic of rolling is never useless.

When enemy damage scales infinitely like in Warframe, there's a point where the 20% damage you're taking will grievously wound if not outright kill you anyway. The cheese-making contests that DE and the players sometimes get into can drastically move that point one way or another, but it's still there. At that point, I-frames come out better because they allow rolling to retain its usefulness at high levels.

Rolling already has a cooldown period before you can roll again. This means not only that your criticism of I-frames' short duration is just as valid when applied against %DR, but also that we could probably do as Birth by Sleep or Ni no Kuni 2 does and give an absolute ton of I-frames to compensate for obscene enemy attack patterns, since the cooldown prevents you from spamming it.

Because action games don't have literally one frame of invincibility in their dodges. That would make most of them them bad even by their own standards. They have mutiple such frames, the exact amount of which varying from game to game, so that you can actually use them. Accordingly, I am not advocating for %DR to be replaced by a single I-frame, but rather however many I-frames would be considered fair.