Stamina and dodge cannot be linked

Why does dodging stop stamina regen. This is a shxt mechanic if u are kiting some BS. LIKE VERMINTIDE THIS SHOULD BE SEPERATE

Just make darktide vermintide already pls

2 Likes

Less kiting more stand your ground! (Says the dude that stands back up after being killed)

You’ve just played too much Havoc, and your sense of balance has gotten warped.
Havoc is so poorly balanced that once you get used to it, you start seeing problems in things that you never used to notice before.

7 Likes

The reason would be that it would make the game too easy. Block and push while dodges are used up, then dodges are up and stamina is down, and then just repeat the cycle. Dodges only take 0.85 seconds to recharge (I believe), so if you’re just dodge spamming instead of when you need to and you are spam pushing or standing and blocking a lot without dodging, it should be used up.

Now, one thing I wouldn’t mind is “leg” stamina vs “arm” stamina in that running to cover ground and then not able to push a dog or pox burster can suck, and stamina to move through range fire (when perpendicular or sliding) maybe those two resources don’t need to compete.

But I think it makes sense having the pause so you don’t just cheese alternating dodge spamming and then block/push spamming.

4 Likes

You’re forgetting that dodges make melee attacks completely whiff, while stamina will do nothing to prevent ragers or crushers from killing you, and they’re the only enemies that are attacking you in melee.

The problem this introduces is that now dodging is something you only do, being able to create distance, weave attacks, go for resets, etc. While blocking has negative value, as you can’t refund your stamina in any meaningful way standing still against enemies.

They should honestly buff blocking. The alternative is changing map geometry significantly to enable better kite routing on a lot of maps. They should do that too anyway since every map is pretty dull linear corridors, but making block have a function, give ragers a limit to their frenzy attacks like plague monks and berserkers beforehand and the game would feel much better.

Blocking their attacks prevents you from taking damage? And some weapons the push attacks do stun them like from the eviscerator.

If your stamina and dodge both simultaneously regened, you could dodge spam, then block, wait for dodges to come back up, and dodge slide backwards and shoot them.

I think of blocking as a last measure when you’re in a corner and can’t dodge or are out of dodges. Or against hosts, monsters, rangers, etc.

1 Like

cuz otherwise you could switch from running to dodging to running to dodging in the middle of heat

1 Like

You already can do this. It’s the easiest way to regen your dodges.

Stamina won’t protect you from a crusher overhead unless you’ve built around doing that, and even then most characters will be block broken with no ability to move to manage other threats. Ragers continuously swing, they don’t stop because they were blocked, and unless you have a lot of bcr and high stamina you’re not going to be able to stand still against multiple ragers.

Meanwhile even if you are stuck in a corner you have effectively limited your slot count to just whoever is in front of you, allowing you to perfectly time your dodge and attack rhythm so you never take damage and kill the thing in front of you, no matter how negative your dodge count is, and even if they could kill you, they’d kill you faster if you attempt to block them out.

Not normally, but blocks will work on chaos spawns, plague ogyrns, crushers, maulers, etc. as long as it’s not an overhead attack. And even then it (I believe) reduces damage from overheads (if you’re full stamina).

Rangers do have a gap in their animation when they finish their flurry and do the one heavy attack at the end which gives you an opening before and after that side to side swing with both arms at once.

And I mean, on every curio I have stamina regen, toughness, and cool down reduction pretty much.

I have been stuck in corners and gotten out of it. Able to sparsely use my dodges and push attacks and been able to get out of a bad situation/corner by push attacking or push spamming some pox walkers/groaners out of the way to give me room to escape or to dodge and then use an ult or ranged attack or heavy and push a bit and I have been able to never run fully out of both stamina and dodges. Sometimes that does happen and I sometimes just take a hit and trade a blow.

I just don’t think it’s as awful as you think that you NEED both stamina or dodges to always be up and that stamina pushing while dodging, with only an 0.85 second delay to recharge ALL dodges is really that much of an issue.

1 Like

Because you are faster than in V2, sprint, slide. Dodge is more forgiving in DT aswell.

if you’re regularly running out of stamina in dt thats just a skill issue

3 Likes

I mean, easy test, block a crusher overhead and see what characters survive that. Then dodge it and tell me how much damage you take or stamina you lost. Or block out 2 or 3 ragers at the same time and see how many hits you get in versus just dodging and swinging at them.

My broader point is that stamina is a far weaker defensive mechanic than dodging and is far less reliable in any given situation. The negatives of dodging is eating a hit creates stun at times while still giving you distance away from enemies, while blocking can leave you stunned and in a stand still. It’s only useful in very niche situations that you have in some way built around, and even then you’re probably near death anyway.

It’s not awful in the sense that you can’t play the game, it’s awful in the sense that the amount of actual valid strategies in the game are minimal, and maps are not made for what works. in c3dwons, there are numerous strategies designed around hold spots and kite routes. We’re not at the difficulty where this level of communication is necessary in darktide, but the maps are simply not designed for this level of play in the first place. Hold spots in darktide are fake, held together only by massive amounts of stunlock and damage numbers. It’s all about kite routing, and there’s a lot of maps that simply don’t have the space for it to work.

I’m more confused why blocking is tied to sprinting. Every time a random bruiser pops up and I’ve been sprinting I have to watch that long 0 stamina guardbreak animation if I’m not running a weapon fast enough to interrupt his attack

4 Likes

Not all crusher attacks are overheads? Same with maulers. And chaos spawns and plague ogyrns. Yes there are some melee attacks blocking isn’t useful against but the vast majority of melee attacks blocking is useful for. It can also assist if you’re not certain on your dodges and either did it too late or too early. Blocking before a dog pounces on you negates all the immediate corruption damage for example.

Nowhere was it stated blocking is superior to dodging. Just that there’s a gameplay mechanic with a purpose to prevent stamina from regenning while dodging.

Blocking has it’s role, and I do it a lot less than dodging while swinging and shooting, but I still use it. And with care and intention don’t feel shafted I can’t have both regenerating at the same time and that the reason for my failures or damage taken is due to not being given enough dodges or stamina. Sounds more like a skill/knowledge issue. But there are blessings, talents, weapons, etc. that can give you lots of stamina, parries, perfect blocks, etc. If such a thing is what you want.

Like I said while SPRINTING I think that could be a separate stamina bar.

2 Likes

There is no world where there is an attack from a crusher or mauler that you dodge and don’t have an immediately better situation than if you block. There just isn’t. This isn’t about skill, it’s about one mechanic being infinitely better in almost every single defensive situation possible. The only use for stamina is sprinting to reset dodges, pushing to reset dodges, and push attacks for weapons with higher dps with them. Blocking just isn’t useful. A change like stamina regen during dodge just wouldn’t change anything.

Like, vet has this as a talent node while getting shot, and almost no one runs it. It’s not even a bad node, it just isn’t this overpowered thing.

… Yes? You’re surrounded or in a corner and block a non-overhead attack? Or ran out of dodges? Your dodges are less useful if you’re using a big heavy weapon with low mobility? The block to non overheads will prevent the damage? As well as to safe guard you if you mess up the dodge. Monsters, hosts, captains, etc. especially.

Seems like it if you think you need stamina and dodges to regen independently of one another. If you just never block in the game because blocking is useless then it doesn’t really matter if they regen independently does it?

And to be fair I did also say pushing and push attacks are part of the whole stamina system and making use of it and alternating between blocking/pushing and push attacks and dodging could be cheesed so it makes sense if you’re spamming both your character becomes “exhausted” for one second.

2 Likes

you have i-frames during dodges. It doesn’t matter how negative you are, or where are you, the safest you are against a crusher is when you’re dodging. You can put yourself into the deepest corner in the world with the worst dodge weapon in the game and perfect dodge with 100% accuracy against a crusher or chaos spawn no matter how negative you are. I don’t see how this is less cheese than regenerating stamina during your dodges so you can have a reliable push/block more often.

Again, my entire point is that blocking is weaker than dodging and far less reliable. The only places you can think it’s better are when you feel you are not confident in your dodges, and I think that proves my point. All it is currently is a system designed around buffering time for your dodges to return, at its best, and otherwise is just pure dps gains.

Also, I really don’t think alternating between two different defensive mechanics is really cheese or exploitative. Dodging needs nerfs and blocking needs buffs is my opinion, but you alternate between these two all the time in vermintide and it’s a far more fun and engaging melee game than darktide has ever been its entire life span. The level of skill and understanding of the game in which you can successfully notice the window for when you can eat a couple chaos warrior overheads that only consume your block just to get your dodges back is an incredibly high dopamine rush that will never exist in darktide because you just dodge spam crushers and maulers for 40 minutes straight in havoc 40 with no fear.

If you block any of their non overhead attacks (it doesn’t even have to be a parry) they stagger. The only blocking improvement Maulers/Crushers need is less stamina damage to Arbites’ shield on overheads. Why let you block it and have it bust 100% stamina without heavy BCR? Way too gimmicky to me.

2 Likes

Minor correction, but from experience I think this is incorrect, your hitbox is just smaller. I’ve timed dodges perfectly and still gotten overheaded and grabbed by fleshbags, especially when cornered.

4 Likes