Bring back the Old School Stamina Fatigue System to bring back stamina management skill gap in PvP

The far back regen I am trying to convey in my opinion …was alot more skill based than this current one and you had to manage stamina then but not as much now… which should be a skill in this game. Now I like the new system… BUT when you lose all stamina and go fatigue you should have a little longer of a window to regen stam. That way it punishes you more for not managing stam not the .2 seconds before it returns for you to dodge spam and stam out again but have enough distance to insta pot and be fine if you are stammed if that makes sense. Just want a longer pause if you go negative or 0 in stamina. That is all. We don’t have to return fully to the old ways but being able to punish bad plays was a huge skill gap that has since been removed

The old stamina system where if you stammed out it had to full return before using again

I apologize, I am lost now. Good luck.

I stand with what I said, to me specially it’s an active system now that requires more management than before.

However, I see you point that’s opposite of mine and I respect that.

He is talking about this:

At: 1:05

See the grey bar? That was the punishment for using up all your staminas (aka grey-stammed).

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Are you sure? I asked a few posts back and didn’t get an answer.

If that’s what this is all about then I respectfully disagree to the return of the passive system, or adding more regen time. I now personally prefer the new active system.

Thank you for the clarification.

Agree to disagree I guess lol. Just feels like I don’t have to watch my stam at all in this meta just chug a herbal then set feast and you’re good to go and even if you stam if you eat the items it’s back to quickly imho

Ha ha! We like what we like. Good chat!

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Exactly. This is why the old stamina system required more skill to use, and was more challenging. We had to be more mindful of our ‘budget’ and pay closer attention. Furthermore, the consequences for exceeding that allowance had more gravity to them. If you greyed out you were placed at a disadvantage and become vulnerable.

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Maybe remove the 10% 4th buff from grit and replace with decrease dead time. That way they can iblncrease, and one would have to invest to get what we got now…Make sense?
Let us say they change “dead” effect to 1.2 seconds. if you have 4th grit perk, then it is .6 seconds.

Grit attributes and alot of the other perk attributes need a rework for sure and that could be pretty cool as a 3rd perk instead of the iron muscles which should go into the agility perk class since it gives armour. And they need to change the 4th perk of the agility. And make it increase dodge distance or something since like … the whole point of the dodge is to get out of danger and avoid damage… why increase armour while rolling??? Know what I mean lol. Some perks just need scrapped and reworked

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It serms that you and I have found some strong common ground in this thread.

Thankyou Reaper! I have been saying this since we first changed the dodge system from the ‘sonic roll’ as many members call it, to the modern incarnation we see before us now. And I repeated it again during the calls to nerf the Horse meta. If Agility is going to govern the dodge, then it should govern all facets of it, including the distance and speed, not just the recover time.

For me Agility has no use beyond the second perk. And I agree with you regarding the fourth perk. The name of the game when dodging is to avoid all damage using our iframes, not absorb less damage. I actually feel that the old fourth perk was far more enticing than the current one.

Well said to both of you and biggcane55 too, gentlemen. A hat tip to each of you.

I loved the old perk I kinda love our new dodge speed and base recovery kinda… but I feel th armour has lost most of its purpose over all armohr getting light roll… but I understand and like the encumbrance idea alot too… HOWEVER. Agility and other Stat bonuses and attributes need reworked to fit better in this meta. Like if all our clothes give us resistance to cold and heat etc and levels of resistance why does the 3rd perk of vitality really serve??? And grits last perk used to be a meta build back in the day with the 2 extra rolls but now it only gives 1 extra roll… feels underpowered for a perk that far along and the other natural muscles feels miss placed as well… what are some ideas we could throw around for a solution? I am still wanting to stay on topic as well… like the old stamina fatigue may not fully return but if you end up using all of your stamina and go fatigue there should be a longer wait before using it again… or something

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It wasn’t a proposal at all, and far from my wishes

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Sorry, but ill miss your point on staming out longer.
Not everything is based on pvping.
On pvp servers you need farmers, as far as i noticed you are not a farmer and if you are than you are not running around with max encumbrance.

With the old stamina i was be able to run away from multiple fight buillds.
Now a days its alot harder because my stam hardly goes up.
Than with the idea of staming out longer, im probably dead when it just happens once since it already takes way to long to get your stam back.

What armor are you wearing and do you use stam regen food?

Heavy armor encumbrance.

You could say use light or medium, but than those ‘pvpers’ will out stam you with their horses.

At this stage if a fighter build catch you in a encumbrance build while being 101%+ you are just gonna be death.

From a pvp POV i would say that fighters should get the sigil for 20-25% of the attacks there is a chance of stamina not being used. Wich makes it abit easier to kill someone before they restam again.

I preffer your original idea of getting the old stamina system back.

From your POV as a fighter on a pvp server it makes it more challenging.
And from my Pov as a farmer (most of the time and only as a fighter when needed.) it makes me feel like i stand a chance while being over encumbered.

Funcom did forget that we lost our grit points to the 30 survival perk, also the 3rd grit doesnt work as good anymore as it was before the update.

I always did run a agil 1 and grit 3rd build. Now i dont see the difference with stam when ill use a agil 1 and grit 1 build while being overencumbered.

Stamina changes are benefiting PvE players. So i don’t agree on bringing back the old system.
Just for the sake of PvP is not a good enough argument.

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What if PvP servers have Stamina in the old style and PvE servers have in the new style?

PvE-C can have a toggle between the two.

What would you call each Stamina Option, if it was a menu choice?

Disagree entirely.
I would have the stamina depleting even more punishing, if you run out entirely of stamina not only you can’t attack but you have to stop and have a time to take a breathe gasping and panting, locked in a brief animation… (Dragon dogma style).
So you have to be careful NOT to reduce to 0 your stamina bar or you become a real sitting duck.
Managing your tools is (to me) always the best way to enhance your skill, and stamina depletion should be way more relevant to me.

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