Dodge/Sidestep that cost Stamina (if you wear very light armour)

Would you like to see such a mechanic added to the game ?


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Anabolic Man

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I think this would be cool to avoid a hit if you are very low health, if you wear low weight armor. Like the man at arms in Chivalery. It shouldn´t be an ability you can spam. Something you can use once or maybe twice in a fight becuase it cost stamina, so your opponent maybe miss his overhead and you can punish him. Maybe dodge and push him from the roof of a building. Maybe this could be an ability from the new Clade Points Skilltree.
 
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PatWins

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May 28, 2020
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According to a public article from Henrik, quick steps will be added eventually. You’re in luck!
 

Anabolic Man

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i think this would be great feature, but would need some kind of testing and feedback, to balance it the right way, so it can´t be abused, becuase it would cost a good ammount of stamina. A backwards dodge can be implemented without hesitation,

A sidestep would need some further testing. It make it more easy to get behind an enemy with a dagger, and it is useful, if your opponent is wearing a shield. It would need to be playtested, becuase the ping sometimes cause a delay, that you think that you hit an enemy from behind, but the already turned arround and you see it a bit delayed on your screen. On the other hand i find shields a bit op, and you need to get behind the enemy. In other games you have kicks, so that a shield user cant hold his block, but need to fast block, to get a parry, becuase a kick would make him drop his guard, to get a free hit on your opponent.
 
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Anabolic Man

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You can´t know that for sure, without playtesting it. i think every mechanic that could improve the game need and should be tested. If SV could make it work, it would be a great addition to the combat system for players with short weapons. A backward dash should not be a problem, but very useful, to avoid a hit if you are low damage and to get a punish. if a sidestep would fuck up the netcode, it need to get patched out. A mechanic that can improve the gameplay should always be tested,
even if not all mechanics will make it into the game, when it turns out, that they do not work too well, in a game with one server and some players with a higher ping. Maybe the sidestep is not working but the Dodge Backwards is working wihtout a problem, and might be a great addition. Who knows. All i know, is that i love to play a light armor guy with a dodge in other games. It make games such as Chivalery more fun and skillbased. The MAA was always squishy as hell, but you could make some plays, if you timed your dodges and hits correctly. Especially if you fought 2 Opponents. You could hit one guy, and dodge away, to avioid a hit from the second guy and stuff like that. in Mordhau you only had a backward dash and it made it much harder to fight more then 2-3 Opponents, compared to Chivalery. I know this can´t be compared to an MMO, but every good sword game need mechanics, that allow a good player to beat multiiple Opponents.
If a dodge would cost too much stamina, it would rarely be used PVP but could maybe be used in Pve, to avoid a knock back from a boss mob (If SV decide to add more mechanics such as a knowckdown charge) or other PVE Boss mechanics, to make PVE more of a challange. It is all about, how a mechanic get implemented and require some research, how such a mechanic could improve the game and about the requirements you need, to perform a specific move, that a mechanic makes sense and improve the game and not make it worse, becuase it can be abused or cause problems.
If a developer refuses to test new mechanics, it is always bad for the gaming experience.
That's why I'm happy when Henrick doesn't refuse to test out new ideas.

I also don't think a dodge mechanic shouldn´t be a high priority right now. First of all, the basic stuff has to work and we have to be given the opportunity to set the options as comfortably as possible. I am very happy that Henrick confirmed, that we will be able to bind the different block directions on different Keys.
For me the freedom in the keybinding options, is the most important thing at the moment. https://mortalonline2.com/forums/threads/the-game-need-more-freedom-in-the-keybinding-options.867/
 
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D

Dracu

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A quick step would defenitley improve agressive play possibilitys,
i would personally like it with an increase of the miss window after missing a swing. Atm it feels kinda non existent
 
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Anabolic Man

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I agree. Would love to be able to cancel a piercing attack with Alt and convert it into a fast overhead, or stuff like that. A fluid swing animation, if you tap the swing buttom (atm left mouse), so that it would result in a single fluid animation of (charging your sword/ and release your swing), that do less damage as a charged swing. If you hold the mouse, you should charge your swing as long as you press left mouse, or the key you can bind for a directional attack. I am very happy that we will be able to bind left swing, right swing and the different blocking directions on deffernt keys. I am really happy that Hernrick have confirmed, that he will give us the freedom in the Keybinding options, so everyone can make his options as he like to.
I am sure the combat System will get better and better over time, as soon as the game get released, and much more players giving feedback.
 
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Anabolic Man

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i really like that changes !
SV have improved the combat ! Here the link of the dinamic swing system. Viknuss have deavtivated to show his vids on different Websides, for whatever reasons, so you have to click to watch the video on youtube. The fast swings do less damage, and should deal more damage, but should maybe only be used once, after a charged swing, or a canceled charged swing with Alt, to do a 2 Swing combo, but not all the time, to be able to spam combos. All a thing of adjustment. I love to see that SV is trying out things, to improve the combat. https:// youtu.be/QaQj9vlkwMA?t=4360 @ 1.12.34

As i told Henrick confirmed, that we will be able to bind the different block directions on different keys, so we will be able to react much faster, if someone do a combo, to properly parry it, to get a counter, without execution errors ! This is necessary, if you can do combos now. That are promising changes. We will be able to react faster against faster swings, and this will result in a more dynamic combat system.
 
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