Those sharp turns is the tracking I'm talking about. I despise this mechanic in video games. Reason being that it just removes a significant portion of the skill component because no matter how well you dodge, the enemy, in real time, compensates for that by adjusting its trajectory back towards your new position.
This is pretty common in ARPGs. An enemy will start an attack with a melee weapon for example and shift its position if you dodge so that it hits you almost all the time. In Dark Souls, they even made enemy arrow attacks have a minor homing component, which is utterly stupid.
Like I said, dealing with one DoG isn't a big deal, but two of them makes this thing boil down to luck, pretty much. If
@MountainDrew insists on having two DoGs in Revengeance mode, then I wonder if their AI could at least be time shifted slightly so that they aren't both homing in on you at the same time.
I haven't tried teleporters yet but I'm not sure if it would be all that useful, unless you were planning on, say, teleporting to the other side of the arena, a long distance away. DoG doesn't despawn due to distance as far as I can tell so this might work to give you a breather while he catches up, I guess.
It should be mentioned that I am doing this in a melee playthrough, and basically all melee weapons up to this point are not ideal for fighting DoG. I've identified the Elemental Lance as the best candidate, but if someone wants to suggest something different, I'm open to ideas.