From the PTR notes:
Currently, your Stamina regeneration is delayed by 1s whenever stamina is consumed. In the live build, this means that your stamina won’t start regenerating until 0.5s after you exit the dodge if you cancel the dodge early (e.g. by moving). In PTR, we added a 1s stamina regen delay when you exit the dodge, effectively increasing the delay by 0.5s compared to what’s in the live build.
Literally doubling the delay. This is the core of combat. Maybe we could change it by like .2 seconds instead? See how that feels. Make it higher or lower depending on results?
The wording is a little confusing, because I don’t think most people even knew that movement technically cancels the end of the light dodge roll animation (and this doesn’t happen in medium armor). In the earlier version of the PTR, you’d still have to wait until 1 second after a full dodge roll animation would have finished if you hadn’t canceled it. In the current PTR, it starts regenerating 1 second after your dodge ends, regardless of how long the dodge animation lasted.
Basically, if you’re in light armor, you should never go completely idle after a dodge roll under any circumstances, because you’ll get a stamina penalty for doing so. I don’t think this is a big deal for most players, since there’s no real reason to stand completely still without blocking or attacking while in combat anyway.