I’ve been playing and am slowing adjusting to the changes. Suffice to say I had a knee-jerk reaction even after previously trying it in the Beta.

Looking at it even now, I’d still like changes to what we’ve ended up with. Perhaps a regeneration delay specifically after rolling for one. Maybe a stacking debuff to regeneration rate. Weapon attack costs need to be individually tuned. Like was said above, the overhead chop with a two-handed sword takes over 200 stamina to do. Its already borderline useless. Dual Axes spin combo is impossible to finish too, can only get 5 out of 10 hits out.

Consideration needs to be taken into account for corrupted builds too, which look like they were completely forgotten about. Some way to negate the max stamina penalty should be the starting point.

Stamina costs for rolling is percentile, so despite having more stamina you cant roll anymore. I’m not saying make it a flat cost, but a mix of the two so more max stam actually gives a more tangible benefit there, even if only a little.

Finally, Rolling Thrust needs addressing, and Combo Master needs a rework. My idea for that is decreasing stamina cost and increasing damage as the chain gets deeper. 5% on two, 10% on three etc.