You want the roll to leave you close for a counter attack? do you want a cake too? The roll it's the most overpowered defense in this shit, it gets you out of almost everything it should at least have a disadvantage since there is no stamina to be worried of.
I think that is the goal Sucker Punch designers had in mind when they made that roll range as far as it does and in essence behave like a double roll in other games in the genre. A get out of jail free card. Where it goes wrong is that a player can often miss-press a sidestep in an encounter (at least once on average, specially if surrounded by a mob) and thus fall into an unwanted roll that takes the player away from the action completely and forces the player to recenter the camera on the action/enemies. Meanwhile as you wrestle with the camera to recenter after the "extended-range roll" the enemies already repositioned themselves with respect to you (enemies have lock-on, you don't) and you probably lost sight of your target and are in no way positioned to attack or even evade properly.
A smarter design would have the player do a short-range roll animation for one circle press, then another short-range roll animation for the double press. Here the player as he rolls has all the visual cues to decide by himself whether he's far enough from the enemy to dodge the attack (on an initial roll) or whether he needs more distance and thus go for a double-roll by doing the extra circle press. But the sidestep (in Ghost) and the roll (as implemented in other games) overlap controls so I can see the issue they ran into. They fell in love with that sidestep. If the designers want to keep the sidestep (as it defines the uniqueness of the combat) AND also the roll (and have it all work seamlessly); the option here for them is to make the double-circle press a short-range roll, and a triple circle press a double-roll. Hold-circle is also a bandaid for a single roll to avoid miss-pressing - don't know how it would work for double rolls however. Anyway they decide, that single-animation extended-range roll needs to go.
Alternatively they could rid themselves of the roll evade altogether by adding a backstep after a sidestep (same button press, directional circle, followed by circle). But I guess the problem the designers will run into is enemy collision as the sidestep puts you right beside enemies for a quick counter. If you're surrounded by a mob, a backstep after a sidestep could potential put you right next to one and be hammered either way - defeating the purpose - not to mention it would look hella weird without proper collision animations in an environment rich on random variables. Not easy.
Thus we come back to my conclusion - they need to tweak that "extended range single-roll aka double roll" and go traditional like Sekiro/Ni-Oh/God of War single rolls. They have to decide that themselves however - perhaps they come up with something better. What they have right now however is poor design that leads to confusion. The user who brought it up is the perfect example of a player experiencing the gripe. I merely agreed that it exists because it's obvious after playing for a while. It's not a git-gud problem.
And here is another player. No one that has played this game hasn't encountered this. It's unavoidable by law of averages.
I'm still pretty early but not to big of the no "lock on" I usually rush the archer first but jin keeps starring at shield guys.
The roll and dodge can be tricky at times, it does one instead of the other.
Also, lock on is for bitches, the camera just needs to learn to position itself better and make more stuff invisible. Some of the games with the best combat are completely playable without lock on, like DMCV (you only use lock to input directional commands), Monster Hunter or even Souls games.
Lock-on is an option. It's a tried and true option - and the enemies in this game obviously have lock-on (surprisingly the player does not). The bottomline is that whatever the game has right now is not working properly or to phrase it differently - very far from optimal. God of War has lock on and puts as many enemies on screen too. And the player has the choice of playing with or without lock-on. The character in God of War also takes much more space on the screen (meaning a lot of things go behind the players eye-view that he does not see). But GOW has very good camera re-centering and implements a crutch with the down- d-pad, plus companion (the boy/head) alert of incoming attack and has visual alerts/aids around the screen. All the aids employed - done unobtrusively.
So what I'm saying is - there is no excuse to not come up with a better camera recentering system, with or without lock-on (which should always be there as a toggle-able choice). What you have now is players trying to fight both the enemies and the camera (with no aids at all). Every time the character gets out of enemy range or gets into a mob the camera will present all sort of problems when trying to pick targets/evading or when going on the offensive.
One way that players behave and are behaving to solve this problem is simply backing-up and backing-up and backing-up when faced by mobs to pick an enemy out of the bunch that's closer to the character (as he retreats). That happens in other games but in this game it will happen a hell of a lot more often - and depending on the size of the mob even that can be an issue as you usually get a trail of 3 enemies very close on you alternating attacks (taking turns) between themselves. In essence; given the lack of lock-on and proper camera recentering the player is trying to "cheat" enemy AI to get the same result of lock-on. Funny how that works.
Batman Arkham solves their mob problem with one solution (technically several but the main one with respect to this is) - the triangle counter (brilliant design), with brilliant camera work to go along with it. They could look into that as well. In other words, not every counter/evade maneuver has to be tied to circle. Parry is not an evade/counter unless you tie an uninterruptible animation that punishes, automatically, as the parry lands (becoming a counter sort of like in Arkham or a "mikiri counter" in Sekiro).
To allude that wresting with the camera is part of a git-gud process is to me beyond dumb.