Updated the interaction between Roll Dodge and projectiles.
-Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
-Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
This is a huge change and almost nobody is talking about it.
For those unaware, projectiles in this game work a lot like debuffs that deal delayed damage. If you shoot a projectile, the game applies a debuff to your target that deals [X] damage to it after [Y] seconds. [X] is dependent on your stats while the projectile impacts and [Y] is depends on the distance between you and your target.
Up until this point a dodge roll would purge all 'projectile debuffs' from your character while the roll is being performed. That means if somebody was spamming snipe on you all of the projectile that where currently in the air where automatically dodged. If the sniper was casting snipe while you were mid dodgeroll, snipe would always miss.
After this change the dodge roll will only negate projectiles that hit during its duration, meaning that it just got a lot worse against all projectiles.
Snipe spam will be a lot more effective after the patch. As will probably dark flare and *gasp* crystal blast spam. Basically everything that can be cast from far away and hits hard. (of course all of these will be most effective if used in a Xv1 situation)
If overload wasn't also changed this patch overload sorc would also be in an extremly oppressive position, even with the shield nerfs.