I knew you plebs would fail to understand. The key part is "the end result is all that matters".
In a shooter it's all about fast turning, someone runs up behind you with a shotgun, unless you can turn 180 degrees and shoot in a split second, you're dead. MMO's aren't like that.
Every MMO encounter with a "Don't stand in red stuff" mechanic (So, you know, practically every modern MMO encounter) says you're wrong. Unless you just always run out in the direction you happen to be facing already, turning certainly matters.
The most obvious example (probably because it has the most ridiculously high level of fail for such an easy encounter) is the Heigan encounter in Naxxrammas in WoW. To avoid poison explosions, you had to follow a simple pattern that involved running to one side of the room and then... wait for it... *turning around* and running back the other way. And back in the 40 man days it felt like every week, we'd see the bench-warmers run to one side and then stand around and drop dead when the poison exploded underneath them. And then we'd go on and beat it with however many people were left, because it really was stupidly easy once you knew the pattern (assuming you didn't lag, which is another issue entirely)
Seeing as this was once a Wildstar thread, I feel the need to reiterate that practically the entirety of Wildstar's combat mechanics seem to involve "Don't stand in red stuff". If you can just chain roll in a direction to get out of them, great, but somehow I expect there will come a time when your roll cooldown is up, and you don't want to go forward, and you will need to turn on a relatively quick timer or get pummeled by something nasty.
It's pretty clear based on observed behaviour and your reputation comments that it's pointless actually discussing this with you though, so I'm just going to disengage now.