One of the biggest issues with shield is that blocking and dodging use the same resource. This is a problem in PvP – dodging will always be more powerful than block, especially with the way stamina regens (being exhausted with a Great Axe in your face is not good). And it’s just a bummer in PvE, imo (e.g., most “dodge through it” mechanics are ignored because you cannot risk using that much stamina, which is needed for blocking).
I suggest that y’all create a new resource just for shields called Resolve (it can be called anything). For the UI it could occupy the same space as mana below the health (make it purple or turquoise or something). Bonus if opponents can see resolve as well.
When in combat, resolve would drain slowly while blocking with shield and quicker while taking hits (to prevent people from camping in block stance). And if your resolve hits zero there can be a similar exhaustion mechanic to regen AND, if it runs out on hit, you are staggered (to punish bad play).
Not only would this remove the either/or aspect of dodge versus block, but it could also help understand the difference between shields (e.g., light shields grant less resolve). And now you have a new resource to design cool perks around. AND it gives shield and sword more of a reason to exist other than boss fights and the leap/bash combo.
p.s. I also think that blocking 2 melee attack in a row should automatically grant a short window where light attack is a lightning fast thrust that chonks and slows the target… to punish people for just spam-attacking a blocking target.
p.p.s. I would also make sword scale equally with STR and DEX (with altered diminishing returns so you couldn’t just stack both) to open up more build variety for both PvE and PvP. But that’s a topic for another day.