The ability used by the Swordsmen in this game, at the cost of the SP gauge, is (of my knowledge) the only dash in the game. This was brought up in another thread, where we discussed the relevance of the SP gauge to all players. During my playing I didn’t even realize my character used any SP during walking at all, a time where my SP got low simply never occurred. The point had been raised that the Swordsman classes are the only ones who would worry about such a thing while dashing, and I asked why the Swordsman class is the only one to have this feature. Someone enlightened me of one capability:
I have been thinking about this, and I have had an idea that I think might work out for both sides. We could add a function to the Swordsman’s dash, purely for gap closing. A strong initial burst of speed (at least 200%) over one second to over take your opponent’s gap would qualify as a gap closer over short distance, and would be what divides the swordsman’s dash to the theoretical dash we could give to the other classes.
As for people abusing it to travel (think of Ocarina of Time’s Roll for example) I don’t think it would be a substantial enough bonus to be worth the risk of wrist injuries gained from mashing the forward button to abuse the initial speed. It would only occur over a short period of time and would be a tiny burst used purely for gap closing. Even if someone finds a way to ignore that, we could add a triple stamina usage for the first second, further devaluing the abuse.
I’d like to think this would help us with the long walks from a guardian statue when we have to return to a town. The current pace of the walking feels quite slow. It might help the game feel more energetic, especially because we would have to watch out for Crystals and input the running command while moving. In other words, I think giving a dash to all characters would benefit the flow of gameplay.
Thoughts?

