# Some Feedback on WoM from a Longtime Player

**URL:** <https://forums.fatsharkgames.com/t/some-feedback-on-wom-from-a-longtime-player/35467>\
**Category:** Gameplay Feedback\
**Created:** [August 18, 2019, 10:23pm UTC](https://forums.fatsharkgames.com/t/some-feedback-on-wom-from-a-longtime-player/35467 "2019-08-18T22:23:13Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![mahkra](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/mahkra/32/15259_2.png) [@mahkra](https://forums.fatsharkgames.com/u/mahkra)\
**Post date:** [August 19, 2019, 3:47am UTC](https://forums.fatsharkgames.com/t/some-feedback-on-wom-from-a-longtime-player/35467/6 "2019-08-19T03:47:22Z")

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Yeah, I think tightening the timing window a bit was probably good, but making enemies track you through dodge probably was not a good change for hordes. It feels bad when enemies (especially ones with fast attack animations) start an attack _during_ your dodge. At least make them wait until the end of the dodge animation, maybe?

I do wonder how much of the “problem” could have been eliminated just by fixing the dodge-jump glitch so people would actually be limited by a weapon’s dodge count. Almost everyone I knew who actually complained about dodge being too strong abused that glitch constantly. (Edit: I don’t mean everyone who thought it was too strong, just the ones who openly complained about it.)

I agree it was probably a bit overtuned, but given how many players still struggled to consistently finish maps on Legend and even Champion without dying at least once or twice, I don’t think it was actually a problem for the overall player base.

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