>>718816687
Here's the thing about Adaptability that nobody really wants to admit: It was a neat idea, but it was implemented in the most retarded way possible. It's really two massive things that make it fucking retarded:
1. It's not actually really designed very well around the animation itself, notably if you have too low of Adaptability you actually end up with vulnerable frames where your model is splayed out in the roll animation. This in turn results in really janky interactions where the player can easily get caught out by attacks (especially since a lot of DaS2 attacks already have retarded or nonsensical hitboxes in the first place) that ironically would have possibly whiffed had the player just not rolled. It makes the roll at early levels a very needlessly cumbersome defensive option and the weirdness doesn't really add any strategic depth to choosing to roll.
2. Agility is just really poorly explained and implemented as a mechanic. The primary benefit of the stat is increasing your iframe count, but the actual increments are very arbitrarily placed and do not correlate with singular increases in Agility. This means that, despite pumping the number up, you can end up with Agility gains that are just completely dead for most players (b-but muh item speed totally matters). This ambiguity is a cardinal sin in Souls design, compare to increasing Str/Dex/Int/Faith where the player can explicitly see how their current weapon AR is affected by every increase in said stats.
The fixes for both major issues are actually pretty simple.
1. Just make the player's legs intangible through the roll animation (or at least the 16 frame duration rolls can max out at), like holy shit this is such a simple and obvious fucking thing to do.
2. Compress agility so every gain in agility makes a meaningful difference in roll i-frames. I shouldn't have to look at a fucking online chart just to know that my new point in agility actually does something for me.