No? You think a pox burster is going to care if you’re dodging? And again, enemies, if you dodge too early can adjust their tracking back on to you and if it’s too late while you’re hit. But you can always quickly block.
Look, I only block, normally, a handful of times most missions (unless I am using a big heavy weapon, but I mainly use one handed). It’s not “useless” but I for sure utilize pushing and pushing attacks more. I am not sure why you’re still hung up on this whole “blocking is useless” thing when the original topic is whether stamina should regen while dodging. Even if you take blocking out of the picture entirely, and are just spamming pushes/push attacks and dodging it makes sense to me to have both interfere with one another. I am saying that would make the game too easy. So I don’t get what you’re saying. The game is too hard and you need both? If blocking is so useless in your eyes why WOULD you use it even if stamina regend while dodging?
If you want to present a whole other system and rewrite who blocks AND dodges work fine but I don’t know what that looks like unless you go into technical details about your hypothetical situation with dodges and blocks (which I doubt the devs would ever implement).
Here I am, spam dodging inside of a chaos spawn and crusher, and not taking any damage during dodge frames. I even do it while in the negatives. You’ll get grabbed by a spawn, but that’s not something you prevent by blocking anyway, you prevent it by dodging towards the tentacle.
How is this better than dodging? During dodge you can attack and deal damage and kill them. You block the hit, you lose stamina, potentially block broken (depending on situation) and now you have to rev your attack, and by the time it finishes, they’ve recovered and will begin attacking.
Yeah, we block poxbursters here. Did you know that dueling sword and knife can actually outrun/dodge poxburster explosions? or that if you take the IJ keystone on zealot you can do it with most melee weapons?
because you said this:
You specifically mentioned pushes and blocks, and I mentioned that this doesn’t stop ragers or crushers from killing you like dodging does. In those situations it’s actually better to dodge away then sprint for a second to regain dodges, and that doesn’t require stamina to do.
The benefit of stamina regen during dodge is that you have more situations where you can actually push and deal with enemies better. I want mobility in this game to get nerfed heavily, and I’d like for compensation that we can better utilize blocking and pushing. This would enable a better mechanically structured game.
For instance, vermintide 1 and 2 don’t have spot dodging, but you can block overheads and you can push small rats out of their attacks (even stormvermin), so the gameplay loop is using dodge to get better dps, and pushes and blocks to keep yourself healthy. Vt2 has push attacks on all weapons and sometimes that nets better dps, but at the exchange that you’re going to have lower stamina and can be block broken in a a situation where dodges can’t save you if you tried. This feels much better and is far more punishing than darktide.
That’s with space to dodge, can you try doing it while cornered or surrounded? The hitbox reduction is strong enough to make you effectively invincible while you have space to move, but I swear it didn’t matter if I couldn’t move.
V2 melee is so much more nuanced cause there is a proper mix of defensive and offensive moves you need to use in every encounter, it feels like a sword fighting (in arcady manner).
Dodge not being that strong leaves a window between your attacks for enemies to poke you and there is no toughness you can take a free hit with.
On top of that dodge and block fit better for different attacks in V2 - zerkers and monks - easier to block, bossess overheads deal damage through the block so dodge it.
In DT you can block bosses’ overheads. Toughness allow you to swing in a more brainded manner cause there is no attrition unlike with THP ticking out. And attack speed on overage is much higher it feels.
Players in DT have both stronger range weapons and modern movement like sprint and slide, while almost all enemies are copypasted from V2. And just having gunners doesn’t compensate that fact.
I don’t know how they missed that if a player’s side gameplay was reimagined and evolved then the mob’s design should take the same approach for them to be able to counter new moves and abilities.
Brother I am literally dodging into the attacks in the video. I dodge into the spawn and the knockback hits me every single time. This mechanic is called something like spot-dodging and it’s been in the game since the start, and updated it to work on ranged weapons because why not. The tutorial probably still references this too.
I would have to disagree. Mobility is what makes this game so fun. I love knife for that reason. I like moving fast. I like game mechanics that implement fast ways to move around. Grappling hooks, jetpacks, web slinging, whatever. Vermintide 2 is so painfully slow. I can’t go back to it after Darktide.
If your solution is to slow down the entire movement section of the game. No. I don’t want that. It’s subjective but I want speed.
And again, I think if you’re using a weapon like heavy eviscerator, force great sword, thunder hammer, etc. you’re probably going to utilize blocking.
If you wanted to nerf dodges, I would have enemies track better at certain difficulties and havoc levels. Remove hit box decreases.
If you wanted to buff blocking give a base for perfect blocks costing no stamina and staggering the enemy back. Even give it the parry mechanic as a base.
But as the systems are, assuming they won’t be making big fundamental changes, Darktide is easy enough as it is. I do not see a benefit in having stamina regen while dodging, it is unnecessary and makes it too easy to utilize blocks, pushes, and push attacks while waiting for dodges to come up (which you can do) but then if you spammed it and start dodging you shouldn’t reget those stamina points. The player should be rewarded for carefully considering what and when to use dodges and stamina based actions on.