
In my view, shielding should be another option to negate damage that has less commitment than dodges. Skyward Sword experimented with shield durability, but this isn’t a strong moment-to-moment reason to not use your shield. I feel like chip damage is a lame solution in a single player game, but stamina isn’t something that really fits in Zelda. Dark Souls has stamina as a regulating measure, Witcher 3 has chip damage. You are allowed to side hop and even back flip while blocking, and enemies hitting you during these will still be blocked. Enemies either rebound off it, or are unphased by it, not really pressuring it in any way. There’s no drawback to holding it up while locked on (except you can’t sword attack), and most enemies can’t get past it. This means that in other to punish enemies, players need to move out of the way of enemies’ attacks, which is harder with the reduced movement speed of L-target. The point of making dodge versus attack a tradeoff is to reduce reliance on dodges as a “solution”, dodge then attack.

Giving the roll iframes may help increase its viability as a combat option and give people reasons to not lock on (because you need to remove lock-on to roll in directions other than forward). Otherwise they should come out about even with the attack you’re avoiding. In order to get an attack in, you should need to do these early enough so they recovery sooner than the attack you’re avoiding is even done, otherwise you’re committed to the act of dodging instead of attacking, you’re giving up your chance to attack in order to be safe. Sidehopping/rolling are the primary defensive options, so they need to be a high enough commitment that they can get out of the way of attacks, but rarely get the chance to get an attack in safely. Obvious one to start is reduced movement speed, which I think it might already have. L-Targetting needs to have drawbacks added into it which make general movement more attractive as an option. Enemies also rotate really fast and generally stay locked on to you, rather than really committing to swinging in a specific direction. L-Targeting/Z-Targeting have both narrowed the way combat works down to a more one-dimensional type of thing. Additionally there’s the roll, back flip, and side hop. Things that I would consider characteristic of Zelda’s combat up to now include the spin attack, jump attack, down thrust, and basic combo. The double obvious answer is to go back to 2d and build on link to the past/oracle of seasons/the original, but that’s too easy. Zelda should probably be closer to Witcher 3 (in pace) or the 3d Ys games, except with deterministic sword strikes that vary somewhat in function. The obvious answer to a lot of people seemed to be “go dark souls”, but that has a bit of a different character to its combat.
