Correct me if I’m wrong but the combat system as a whole is being changed. When I first started playing this game 5 years ago the combat style was hack and slash. I loved it like that it was fun and required no skill which kept everyone on equal footing. However the way the combat system has slowly evolved it is starting to become like dark souls or elden ring style combat. If that is the type of combat the Devs and players are wanting then let me know now so I can stop wasting my very low income. I absolutely hate, loathe and despise the souls-like genre entirely and refuse to play such games. If that is the direction this game is heading then once the destination is reach don’t be surprised when the only people left on the train are the hardcore PvP addicts and trolls.
I feel quite the opposite, there’s no reason to spec into grit. I have zero grit in my build and the regen is so fast it’s really a non issue. I’ve had to mix up how I engage slightly, but that’s more to do with the increased damage from NPCs.
Regen is crazy fast and for normal mobs, they typically bite the dust before you’d ever finish a full combo anyway.
The interesting thing about the new system is you can do 2 heavy attacks in a row with any weapon. That does more than 4 attacks did previously. But most people can’t visualize that. They’ve always seen a fancy combo go off and think if they do that enough times, the fight is won.
They can’t do that now, and they think they are gimped. But they don’t realize that only 2 attacks is causing more damage (in ratio to health of what they are fighting, and in some cases more damage overall) than the previous full combo before as well as putting on more stacks of cripple, bleed, or sunder.
But they don’t have the ability to intuitively see the improvement.
Couple that improvement with the regeneration rate and things are easier. Way easier. Except for those few who are still wrapped up around the issue I brought up here.
Setting default regeneration from actions to 0.1 was a mistake on Funcom’s end and due to a miscalculation. This should be around 1.0-1.5s
But setting the exhaustion penalty to 0.1 and removing the grey effect was due to these players not really understanding how to adapt. They should set the default to 5.0s and bring back the exhaustion effect (to show what is happening, otherwise people will be confused).
Once those two settings are done, combat feels a bit more like it should and while the game is still easy, it does add a level of consequence to just spamming attacks. And these are very simple changes Funcom can do. We can actually do it ourselves since they are server settings. Of course the Funcom provided servers are just boned, but nothing changes there.
They stamina changes make zero sense it’s almost like infinite stamina, there zero skill involved , they made grit and any attribute or armour that gives stamina useless. Lmao I’m confused you can still stam daggers it’s just nerfed damage wise . As for rolling I can roll away from ant fight for ever. The devs are seriously ruining the game more and more and adding none sense
One of the reasons this one fixates on combo completion is the Combo Master Perk, which is in need of an overhaul to match the new system.
Dead perks are no good.
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Ok, so on the rolling spear topic, this one priced Dragonbone gear now Sunders.
That spear is very utile.
Using tactics of the previous system will not work in the new system. Full stop.
Stamina management is a different animal.
Agility, rather than Grit, is the stat this one would say is now hard required. Agility all the way to Rolling Thrust. It’s utility in PvP is already noted.
In PvE, it is the most effective way to manage stamina consumption and personal safety. Also considering very limited number of enemies one fights at a time now, tactics that would not work against large groups are now perfectly viable. Crowd control is not really a concern (or boon) anymore. Linear, single target strong damage is the best option. Wide coverage and even hyper armour aren’t as much of a factor in PvE at present.
I actually had an interesting idea that involves Rolling Thrust, but impacts Combo Master in a cool way. So Rolling Thrust is being used as a main attack, and kinda was before, but not its even more prevelent due to the stamina changes. The idea some people had was to reduce the stamina reduction from 100% to 50%. But that wouldn’t stop it from being spammed, maybe slow it a bit, but wouldn’t stop it.
My idea was a 30s cooldown. So if you dodge, attack, and try it again, its a normal attack until the timer is up. But in addition the attack you do that has the Rolling Thrust effect also performs the finisher of the combo of the weapon you are using (effectively the fourth attack of most combos). So if you have Rolling Thrust and Combo Master you get to choose when to use that specific attack. However you cannot spam it.
You can use it as an opener, surprise damage mid combo somewhere, or as a finisher if you wanted.
That’s an interesting solution.
This one’s only concern is that it sorta locks the utility of a fairly early perk behind the usage of a top tier perk. A cool down on Rolling Thrust, while somewhat gamey, is far from the worst idea. This one would find 30s a bit too harsh. This one leans more to 5, 10 at most. Enough to interrupt the flow and prevent spam, but not so much that it becomes basically a 1/fight move. (Even if using it with the Sword of Crom basically ends the fight)
This one’s personal suggestion for Combo Master would be that it discounts the Stamina cost of subsequent attacks in combo. Making a Combo Master haver more able to finish a combo.
This is what i was trying to say sometime ago when i said, the old stamina is back…
I don’t know, you can only tell me now, can you escape a fight again if you wish?
Can’t finish a combo with some weapons without grit lol
The heavy attack with Two Handed sword completely drain all stamina and I have maxed out grit lol…
Speaking only for solo fights!
Every boss fight we had before was the same. Two handed weapons couldn’t have more than 2 hits before the boss reacts. You had to be extremely careful to keep your stamina correct because the outcome would be fatal. With the best gear you had a fight for several minutes anyway.
Now you finish every fight in less than a minute. You have the right to do mistakes and dodge a lot until you’ll find a window to fix your mistake.
I can understand that people didn’t get used to these changes.
I can understand complains from the pvp side of this game.
But speaking for pve there should be no complaints at all. Only from hardcore players that now things are very easy .
They kinda force you to play like a PvP player with the new stamina changes.
No more combos, only roll and poke/slash. Which means rolling thrust is important.
This is a bit incorrect master @SirDaveWolf. Axe had to most fights 2 light 2 heavy and very rare 4 heavy in only a few bosses. It’s the same now, nothing changed in this part. War axe was and remains the best pve choice.
Every update since Early Access has been said to destroy the game. All you’ve managed to destroy is any credibility your feedback would have had if you hadn’t resorted to hyperbole every single time the game has received an update.
Sorry to say, but there are people with very different playstyles playing this game. Me, I find the new system a lot more fluid, dynamic and engaging, with fewer and shorter breathing breaks. So yes, I like it a lot more than the old system. I was concerned when I first read about the planned update, but it ended up working in my favor. Your experience may, of course, vary.
I’d like to see horses receive a shorter cooldown before they start regenerating stamina, too. Maybe not 0.1 seconds, but the current cooldown feels excessive compared to the players’.
This thread is, specifically, about the changes to stamina and the importance of Grit. Whatever other grievances you have are not relevant to this thread, so please take them to other threads rather than derailing this one. I would also humbly request that you remain civil towards your fellow players, as well as the game designers, regardless of how upset the update makes you.
+1 for this. It does feel quite weird. Mounts in general need some touch ups. Saddles being dyable and able to have illusions would be great if they ever get to it.
+2. I love my horse vitality now, over 13k hp lol . For me horses are back in the game for good. Like @Kapoteeni said a tweak on stamina regen and “PERFECTION”.
And maybe a saddle for more capacity pleeeeeease
The turning of giant monsters is mostly the problem with Two Handed combo’s they just turn like they are weightless… when I attack from behind they almost instant turn around
Yeah its kinda boring, you don’t even have to finish the animation to deal the damage if you time your dodge roll right…
Ayyooo, and let us put heroic treasures on the mount. Carrying it should slow it down and prevent it having a rider. Taking damage like that depletes its stam til empty, then it bucks the treasure and bolts.
100% correct. 100% agree. I believe the problem starts with their transparency. Most of the times we fight in the bosses, under their neck or whatever!
If we got pushed by their body volume with a small penalty for being careless then they wouldn’t have to create these insta non logical turns. Sometimes you feel that red mother is a vinil dj show
It’s not a matter of dmg output, @Taemien .
It’s a matter of how much FUN you have while at it. The less fluid the combat, the less enjoyable it is.
In this case, we can still do some nice combos with LA in the mix, even before investing into grit. It depends on your weapon.
She gives a lot of signs before each attack. It’s easy to keep up with her. I find fighting her much easier. It was never very difficult, but now with mobility greatly increased, she goes down fast. Just don’t get hit twice by her tail and don’t get scorched.
The stomp is nasty but won’t kill you that easily.
Edit: she should be much harder, IMO. That is the mother of all dragons!