I know how it works, I sometimes play Musket/Rapier. Also when you dodge the first time you only need to wait 0,5 sec then you can do the second dodge without emptying it and going into Exhaust State.
Stamina from 0.1 to 100 (Without “Exhaust” state) takes 2 seconds.
Stamina from 0 to 100 takes 3 seconds (And also slows movement due to Exhaust state).
I’m pretty sure that after two Dodges and an evasive skill is enough to create a distance to regenerate to full stamina and then dodge twice again.
I agree partially, Fleche was just an example of gameplay, the amount of evasive skills plus, movespeed perks, plus the Dodge the way it is now creates this imbalanced gameplay, in my opinion of course.
I agree Riposte is really easy to avoid IF you have enough stamina to dodge it. Now in a melee fight against ranged, plenty of times when you close the gap you will not have enought stamina because you had to waste it in timed dodges to avoid damage. The problem is, if you go aggressive into the ranged you risk being caught into riposte “out-of-the-jail card”. If you play more carefully, then you probably isn’t pressuring him enough.
I know, it’s a high skilled build, but let’s be honest. It’s impossible to close the gap if the enemy is focused into running instead of fighting. Duels have etiquette, OPR and OW things get nasty.
My main grip is that most of the people use the Dodge to create distance instead of actually dodging a hit. I would love a little distance nerf into the Light roll and the removal of the animation cancel. Maybe reduce it’s stamina cost to compensate, so Light users can dodge more but create less distance, this would also reward people that know how to time dodges.
OR maybe they could give us back the staggers (hit-stun) and feinting gameplay, who knows.
Lack of weapon variety is also a symptom, if we had more ranged options we could secondary a ranged weapon to fight efficiently stat-wise. We need ranged options of pure STR, STR/INT, STR/FOC, DEX/FOC.


