If dodges can be used to create distance, this creates issues in PvP. Assuming they are low cooldown (~10s recharge, potentially lower than movement/movement impairing abilities), the only way to keep up with a player who is dodging away would be to dodge after them.
To explain further:
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[*] [GOOD] If player characters' base movement speed allows them to move 1 meter per second, a dodge that lasts .75s should travel .75 meters during the animation. This prevents the dodge from being used as an escape tool, and shifts the focus of creating/closing distance back to your character's unique abilities. This would prevent dodging from being a universal, get out of jail free movement tool that just gets spammed any time your character is in danger.
[*] [BAD] On the contrary, if player characters' base movement speed allows them to move 1 meter per second, a dodge that lasts .75s but travels 1 meter (or any number higher than .75 meters) during the animation begins to create distance each time the dodge is used. This becomes an issue because the need for proper timing is eliminated when the dodge can frequently put you out of reach of your enemies regardless of whether you skillfully evaded an important attack or not. Ranged characters will not have much issue with this, but it becomes a big issue for melee combat.
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As an i-frame rather than a movement tool, it becomes important to dodge the correct, important skills (such as a crowd control or high damage ability) because your opponent can stay on top of you through the dodge as long as they track your movement well.
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Also, small note, the stop-and-go animation of the dodge shown below (timestamp is 18:03) can cause motion sickness very easily. It would be preferable if the dodge roll retained a smooth camera motion identical to the base movement speed. The shoulder charge dodge doesn't seem to have as jarring of an effect, but the movement both dodges travel relative to the animation time is still a concern I have.
https://youtu.be/GjEP4P5vDZI?t=1083
To explain further:
[list]
[*] [GOOD] If player characters' base movement speed allows them to move 1 meter per second, a dodge that lasts .75s should travel .75 meters during the animation. This prevents the dodge from being used as an escape tool, and shifts the focus of creating/closing distance back to your character's unique abilities. This would prevent dodging from being a universal, get out of jail free movement tool that just gets spammed any time your character is in danger.
[*] [BAD] On the contrary, if player characters' base movement speed allows them to move 1 meter per second, a dodge that lasts .75s but travels 1 meter (or any number higher than .75 meters) during the animation begins to create distance each time the dodge is used. This becomes an issue because the need for proper timing is eliminated when the dodge can frequently put you out of reach of your enemies regardless of whether you skillfully evaded an important attack or not. Ranged characters will not have much issue with this, but it becomes a big issue for melee combat.
[/list]
As an i-frame rather than a movement tool, it becomes important to dodge the correct, important skills (such as a crowd control or high damage ability) because your opponent can stay on top of you through the dodge as long as they track your movement well.
___
Also, small note, the stop-and-go animation of the dodge shown below (timestamp is 18:03) can cause motion sickness very easily. It would be preferable if the dodge roll retained a smooth camera motion identical to the base movement speed. The shoulder charge dodge doesn't seem to have as jarring of an effect, but the movement both dodges travel relative to the animation time is still a concern I have.
https://youtu.be/GjEP4P5vDZI?t=1083