[D4] Evade skill - animation stop frame

You mean bad transtion between different animations?

Its pretty easy
If the dash animation let’s you move over the map faster than normal running, its being abused and the gameplay will look like a joke
That’s being prevented

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This is ‘Stamina Bar 2.0’ from D2 :face_with_hand_over_mouth:

Yes. There should be a transition animation, eg pre-jump squat.

Look also how Rogue jump over the abyss (in the same video). Not 2021 quality.
So I hope Blizz will notice that.

Actually it is the Stamina Bar from Median XL.

Stamina in Diablo 2 was basically unlimited when you reached the mid-game and therefore it was basically irelevant.

This “Stamina” however only has a limited amount and only regenerates slowly, even in the endgame, …

… so you would not be able to spam Evade / Dodgerolls / Sidesteps, etc, but it would have the positive effect that the interrupt frame could be removed, which would make the use of this ability feel so much better.

Go a head and dodge or roll away from something, it takes a second to gather you balance and continue on. But you want a second magical resource that makes no sense.

Sure it’s clunky, that’s the point. It not a spammable ability and ine you need to think about using. I could use it to get if thebway, but the add near by could do considerable damage when I’m frame locked for a second, so maybe I’ll use my defensive CD, take out the adds, then use it at a better time.

I do wonder how many people enjoyed hit stun because it was immersive and made sense, even though it made combat clunky(until breakpoints), but find this breaks immersion, doesn’t make sense, and is clunky? Because it’s basically the same thing. Get hut hard or often quickly you are slower to act. Dodge awaybfrom something and you need a sec to regain your bearings.

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Go ahead and try to to eat and drink nothing for days, without sleep, etc, getting hit by downward smash from a giant hammer on your head and your legs without getting any bones crushed…

… doesn’t make sense… but that is not the issue here, the issue is that the combat would feel less clunky.

Not magical, it is just for Evade / Dodgerolls, etc. Games like Wolcen already have that and the Dodgerolls in combination with this resource work fine, especially now that you can roll through enemies without collision.

Doesn’t mean it is good.

And so you had to do it with the Evade / Dodgeroll costing resource, as Evade having its own resource and having to think about when to use it are not mutually exclusive.

I actually enjoyed Faster Hit Recovery (at least for the most part) and I advocated for a similar system coming back in D4 as you can see here:

My suggestion was basically to give your character a Stagger Meter that fills up when you get hit or block, and once it is full, you get micro stunned.

This basically means that you will not as easily get stunlocked as the “FHR” first has to build up over a certain period of time, but you still would want to avoid fighting too many enemies at once, certainly when enemies are around that also do heavy hits which would apply more Stagger…

… and it also would make the combat feel better (due to less frequent stunlocks) while still remaining tactical and punishing if you don’t plan well.

So a Stagger Meter as a new FHR / FBR and a Resource for Evade / Dodgerolls without its interrupt/recovery frame both keep all the positive effects, while removing the negatives.

Ay yes I ve got what u mean. That’s true, they transit badly from one into another for some reason. Actually I noticed that from the very first blizzcon 19 demo-vid.

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thats a bad comparison
our characters also have “realistic” hit animations in ARPGs and recover and raise their arms again after hitting and dont just spin their sword in front like a windmill

theres a difference between “logic” and for the 1000th time immersion.

I suggested a stagger meter for a hit recovery replacement as well a while back.

As for eating, it’s not part of the gameplay. If it were and you could somehow avoid the mechanic that wouldn’t make sense.

As for clunkiness of the dodge mechanic, I have zero issues with it. It’s supposed to be to avoid an attack, not a mobility ability. As Lolli pointed out, if were not clunky and spammable it would be abused for mobility.

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Sure, not the best comparison, but it at least somewhat servers to illustrate the point.

That is why it is having its own resource, so you can’t spam it like for example a Dodgeroll in many other games that would overall increase your movement speed or traveling distance.

Yes, sure, if it also would be spamable, but it isn’t since its use is limited by a resource that you only have a limited amount available for, which also does only regenerate slowly (unlike in D2)

imo Stagger Meter > FHR, so we are on the same boat on that one I guess.

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Wolcen did the dodge stamina resource perfectly fine tbh.
You can use it too often vs. what I want in D4, as it is really meant as a core ability in Wolcen, whereas imo the active dodge should not make other movement skills irrelevant in D4. But that is just a matter of tuning the regen rate.

4 stamina points, each roll takes one point. You can get more points, affect regen rate etc. through skills etc.

Making the dodge slow or clunky to use is bad game design imo. It goes directly against what you want to use a dodge for.

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Yeah, I totally agree with that.

Neither too high, and neither too low. Love it.

well i think the dodge is a bad idea in general
classes already have skills to get out of the way or block or do anything else that is more fitting to their own class theme
most of the time you can just run out of a red circle so whats it all even about

It reduces the need or even the necessity for taking a skill like Teleport, Leap, etc, but having both an Evasion Ability, as well as a Movement Skill, which ads more Evasion and Mobility and more range on top of that, certainly makes it much better.

The Evasion Ability only allows for a short distance to be traveled, while a Movement Skill allows for a much, much larger distance to be crossed and thereby also to more significantly reposition yourself than the Evasion Ability.

I thought it would be cool if every class has its own Evasion Ability:

Barbarian: Tackle

  • a short ranged charge that also knockbacks (minor) enemies

Knight Class: Defensive Stance

  • raise your shield in front of you and hold the button to become stationary and gain a bubble that absorbs 60-100% damage.
  • Pressing the button costs a larger amount of Stamina and continuing to hold it also drains x Stamina per second.
  • Each hit you absorb drains additional Stamina based on how much damage was absorbed, but not more than x Stamina per second.

Druid: Shapeshift: Raven

  • shapeshift into a raven so you can fly over the battlefield as long as you press down the button
  • costs a larger amount of Stamina when activated and an additional x Stamina while continuing to be in Raven Form

Sorcerer: Blink

  • short-ranged Teleport

Rogue I: Sprint

  • while pressing the button, your movement speed is greatly increased
  • costs x Stamina per second

Rogue II: Side Step / Dodge Roll

  • a simple Dodge Roll or a simple Side Step without recovery / interrupt frames
  • costs x Stamina per use

Necromancer: Ghost Form

  • while holding down the mouse button, you turn into a ghost and you can move through enemies
  • costs a larger amount of Stamina when activated and an additional x Stamina while continuing to be in Ghost Form
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Yeah. I would be quite fine with not having a default active dodge for all classes in D4 too. It really just takes away from build choices.
Only talking in the context of D4 having an active dodge button.

At minimum, what Blizzard could do, would be to give the active dodge its own section in the skill tree. To make it more of a build choice. Making it more useful would come at the cost of having less points to spend on your other skills. Just like if you pick teleport etc.
And those skill upgrades to the dodge could then also be somewhat more tailored to each class.

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it just waters down class identity
i mean sure…they can all run and talk^^
but dodging is something more critical to the actual combat and giving every single class the same way of dealing with incoming attacks is a bit lame

As long as you can only use it rarely, it hopefully wont make all builds feel similar. Like you might use it to escape <1/10 attacks or whatever. Having a 10+ sec regen might be fine. Something you only use as a last resort. Unless you spec into it to get more dodges, as an alternative to getting another mobility skill.

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thats again a PoE all classes do the same system even if you specc into it
i dont remember a diablo game where classes can specc into the same skill
everyone has their own skilltree

Well, Diablo 1 :stuck_out_tongue:

Having skill upgrades for the dodge could make it feel different for each class though. Like, everyone start out with a short-range, slow regen and not very fast dodge.
A sorceress might spend points into making it work more like a short-range teleport/blink. While barb might make it into a kind of dmging charge, rogue into a backflip, a druid turns into a raven form that ignores ground dmg (but not dmg above ground) for a second, etc.
So all have a basic dodge, just like all classes are able to run as you mentioned. But when they start specializing their dodge, they rely on the class fantasy.

Not that I would expect Blizzard to do this :confused:

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If the Dodge Ability is something like an Innate Skill, then I would say that improving it could also come via Passive Skills. The Passive Skill Tree does not have to be a skill tree, but also Passive Skill List, and some Passive Skills can be universally available to each class.

If every class had its own unique Evade Ability, then it also would be cool imo.