Profession specific dodge/block mechanic.
warrior already have damage people at the end of dodge.
gaurdian already have heal allies at the end of dodge
ranger already have gain protection at the end of dodge
elementalist already have cast a spell based on your attunement at the end of dodge
etc.
if you are asking dodge to be replaced entirely by somethings that arent dodge that isnt going to happen as people arent just going to throw away what theyve been developing for the last years
It’s the combat system, won’t be changed. Also there are various blocks ingame on weapons. /thread
It would be nice if there were different animations though.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I think this is a good suggestion.
I find it interestign, if every class would have different styles for dodging attacks. letting the ability to dodge become more of a “skill” that can be customized and that not only via traits.
All classes could have similar to Healing Skills maybe 3 different chooseable “Dodge Skills”, which could be performed by pressing V and could be dragged to a Dodge Skill Slot over the Skill Menu to a place that is assigned to pressing V.
Every Dodge Skill could then be classified under 3 different categories:
1) Quick Rolls
Quick Dodges work like Dodges now, they are quick rolls into the direction you are pressing when you dodge. They enable to to get not hit
2) Counter Stances
Counters are different. they have only a certain % chance for not getting hit, but they enable the player to counterattack at melee range at the cost of not beign as agile as like with a Quick Roll
3) Blocks
Blocks protect better against projectiles, but are less effective against direct melee attacks as they make you static and by that invulnerable for backstabs in the meanwhile
These 3 types of Dodge Skills could be from class to class very different und unique helping in making the gamplay feeling of each individual class more fun and intense as also a bit more realistic and full of action, what the battle system of GW2 should be as much as possible.
I think dodging should remain as it is, but i do think that class block mechanics are needed. Use stamina like dodging does so it’s not something that can be done so often, one use of block uses up half the stamina bar, and it’s a decision between choosing to dodge and choosing to block, though maybe give blocks a cooldown as well as stamina use so that blocks cant just be used at any time and can’t be used every time the stamina bar fills up either.
Dodge could remain as it is,…but what if we could use traits to add an effect onto the dodge? Oh, wait! We already can! And I see no benefit to letting some classes Block instead of dodge (like ranger’s and thieves) Nevermind….
…..Maybe we could get some new traited effects for dodging in future updates like we are getting new skills?
- For example, whatever direction the Ranger Dodges in, a trail of thorns grows in the line they dodged in. Enemies that walk into that line are immobilized and take bleeding damage for a second or two.
- A Thief had the Uncatchable Trait that applies bleed and cripple when they dodge. Maybe they could get another trait that creates a poison cloud from where they dodge that applies poison if an enemy walks into it as well.
- A Warrior could get a trait that makes a single dodge take up their entire endurance bar, but they get a unique dodging animation with it, and their Dodge becomes Ram, and they literally Ram into enemies and Knocking them back however far the Warrior’s dodge is, plus a little extra. The longer the enemy is in the Warrior’s path, the more damage they take.
This would be cool to see.
I feel like someones been playing too much Neverwinter…
If you are talking about me, I never played it…. is that a Facebook game or something?
Nono, it was meant at the OP.
The game is essentially a F2P (P2W) version of GW2. The combat isn’t as fluid. There’s a quest system (very linear). Each class has an evade button which is essentially a dodgeroll but it has a special, personalized effect for each class.