Perk Suggestions to work with the Stamina changes

,

Strength - 5% strength weapon damage per point + climbing cost reduction NO bonus to carry weight
5 - Berserker
10 - Heavy/special attacks do 10% more damage
OR light attacks do 15% more damage
15 - Heavy armor weight is reduced by 25%, Medium armor dodge cost is reduced by 25%
20 - Blood mad berserker as is
OR
A . Your next heavy attack causes your next light attack to do 25% more damage, your next light attack causes your next heavy attack to do 25% more damage.
B. Your next heavy attack causes your next light attack to have 100% hyper armor, your next light attack causes your next heavy attack to cost 50% less stamina.
C. Your next heavy attack causes your next light attack to have 25% armor pen, your next light attack causes your next heavy attack to have 25% armor pen

(all 3 would be consumed on next swing or dodge, no cooldown, infinite duration on application)

Corrupted Strength 5% strength weapon damage per point + climbing cost reduction NO bonus to carry weight
5 - increase bonus from 1% to 1.5% per point corrupted
10 - no changes
15 - no changes
20 - corruption you apply removes healing effects (regenerating, glutton for punishment, sated) and prevents all healing for 4 seconds

Agility - 5% Agility weapon damage per point + dodge recovery bonus NO stamina bonus
5 - no changes
10 - no changes
15 - no changes
20 - rolling thrust has an infinite duration on application, consumed on next swing, applies a 5 second debuff preventing rolling thrust from being applied. Still has 100% cost reduction and 25% armor pen. OR double jump

Corrupted Agility - 5% Agility weapon damage per point + dodge recovery bonus NO stamina bonus
5 - 1.5% armor pen bonus per corrupted agility point
10 - 25% movement speed bonus for 5 seconds on inflicting corruption (refreshes on application, no cooldown, removed by dodge rolling)
15 - ranged attacks cause poison status effect
20 - Hitting an enemy with less than 50% health gives you 25% armor pen, 25% damage and 25% movement speed for 5 seconds or expires on dodge roll and on expiration applies a 5 second debuff that prevents this buff from being applied

Vitality
no changes

Corrupted Vitality
no changes, lower health should always be the weakness of a corrupted build, these perks are strong enough as is.

Authority
no changes

Corrupted Authority
no changes

Grit - +4 stamina per level + block recovery bonus NO armor bonus
5 - no changes
10 - 1% damage bonus per 10% of stamina available (10% damage bonus at full stamina)
OR 2% damage reduction per 10% of stamina missing
15 - Gain 1% weapon stamina cost reduction per 15 points of stamina (total, not available)
20 - gain 25% damage reduction, 25% damage and 25% movement speed on blocking an attack that lasts 5 seconds or expires on dodge roll and on expiration applies a 5 second debuff that prevents this buff from being applied
OR you can only lose 10% of your maximum in a single hit, on hit that exceeds 10% of maximum health a 5 second debuff is applied that prevents this effect.

Corrupted Grit
5 - when your stamina reaches 0 you explode with corruption in a small radius apply 1/2/3/4 (each 5 corrupted points adds 1 more random effect) random effect (cripple,sunder,bleed,poison), on explosion applies 5 second debuff preventing this perk from activating
10 - successful hits prevent opponent stamina regeneration for 1 second
OR getting hit restores 25 stamina
15 - performing an attack reduces the next attack stamina cost by 10% after first swing, 25% after second swing,50% after third swing (stacks to 3, removes itself when trying to apply a fourth stack or on dodge roll)
20 - +200 stamina (it will be a net +100 stamina)

Expertise
no changes

Justification/discussion:
Assuming stamina changes are permanent, then what needs to be changed is the perks. Then you can roll around all day, but rolling/attacking continuously will drain your stamina after a few pokes.

Strength, this perk line needs to add to damage but also should not create too much synergy with agility or light armor. For example, one of the last perk’s effect is removed on rolling, which does not allow it to be used with rolling thrust.

Agility - this trait line is fine as is with the exception of rolling thrust, this perk + stamina changes is just too much synergy. A 5 second cooldown on consume is enough to make it still useful but not always useful, and the infinite duration until consumed allows the user time to choose their moment instead of being punished for dodging and then the effect expires and goes on cooldown without ever swinging.

Vitality - This trait line is fine as is, now glutton for punishment is very powerful, but not rolling thrust powerful. Adding some counterplay into corrupted strength will allow a corrupted user to remove the healing effect on hit and prevent the first tick of glutton from happening

Grit - This trait line is supposed to be important, but currently due to rolling thrust and the trait lines own perks it is just not good. Pretty much any perk that rewards stamina investment and makes the character harder to kill without removing the role of heavy armor.

Corrupted Grit - I have not put much thought into corrupted grit, but since one of the two abyssal weapons is a 2h hammer, it really only makes sense that this line should make using that weapon possible. Fully corrupting grit will effectively give the user back their lost stamina, while still leaving them with weakened health.

Removing current secondary bonus from strength/vitality/grit -
Strength’s carry weight bonus makes the expertise line or carry weight gear not even a thought, builds with no expertise should be punished for not investing in carry weight.

Agility’s stamina bonus is small but almost equivalent to stamina bonus from equipment. This stamina bonus should be added to grit (increasing 3 per level to 4 per level)

Due to diminishing returns, grit currently has the ability to make a light armor user with full grit achieve close to 50% permanent damage reduction where a full heavy armor user can barely make it past 75%. By removing permanent damage reduction from grit, heavy armor users will maintain a much larger natural DR gap over med/light.

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