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.