From reading the previous thread as well as a few other threads, I'm getting the impression that the situations that make players feel the need for a block are exceptional situations where the randomness of the game just so happens to mess them up. I'm picturing things like absurd multi-monster pile-ups in little corners of a rooms/caves you can't escape from.
I think I had one case a while back where the last boss in a boss tower was a giant skelebot that was cramped into oddly small boss room with so many regular monsters spawning in as well that I couldn't leave the entrance to get room to fight in and I couldn't escape because the monsters kept hitting me away from the door I entered through! Thankfully it never happened again after that but it was very aggravating the one time it did happen.
When I think of it this way it seems that other games that also rely on dodging as the primary method of avoiding damage already have an existing "off-the-shelf" mechanic that deals with such cases, which this article seems to describe very well:
Player-tuned SHMUPS or How I Learned to Stop Worrying and Love the BombYea I know it might sound downright bizarre, but I almost think a shmup "bomb" might fit this rather well. Either that or some type of similar limited-use "Oh crap save me!" device.
It appears to at least partially address the concerns mentioned above:
-It could add an additional tactical element to combat as a limited use item that may be used either for offense or as an emergency one-use "OH CRAP MAKE THE BAD THINGS GO AWAY!" button.
-It would not undermine dodging and other tactics as the primary method of avoiding damage by having somewhat restricted use, meaning players that need it would save it until after other methods of evasion have failed.
-Perhaps most importantly, it would provide players with a last resort should the randomness of the game just so happens to ruin their day. This is especially nice to have a game where the randomness can sometimes result in rather frustrating situations.
Of course, in order for a "bomb" to work properly in AVWW there would need to be an incentive to avoid using it.
I'm guessing they could be made a pickup item you can only carry a few of at a time.
Another way to do it, is that you could have them use some other existing resource. Maybe gathering health while your health bar is full would charge a "bomb" for later use, so you'd have to "play smart" to get a "bomb" that you can use later on if you get into a situation where "playing smart" isn't enough.
"May the Ilari smite my foes in my time of need!"