It was never like that. You were actually using weapon combos. Often times not full combo, always depends on situation. Sure you used rolling all the time to break free from animation and stay mobile, but it was never this bad where you’re only using rolling and 1st hit.
And experienced fighters could easily deal with dagger spams and target lock. Mostly because 99% of people who smashed left click on mouse were bad and predictable.
My suggestion would be reverse this entire patch.
@MarcosC
First they removed critical hit on katana which was unique thing only that weapon had. Making you use your entire combo. Just that made katana not worth using.
Now they butchered katana completely with their new stamina system c,:
We may be remembering different periods in history. Roll-poke-roll-poke with spear was definitely a thing several years ago.
Yet it was partially feedback complaining about dagger-spammers that resulted in the current revamp of weapon stamina costs. I guess those experienced players were in a minority. But that’s how player feedback often goes: “I lost to this feature, but I can’t admit that I’m actually just a mediocre player, so the feature must be broken and needs to be fixed”.
I’ve never considered myself a very skilled player - in fact, I have a long (~35 years since I got my first computer) history of sucking at action games, but based on what people are complaining about in Conan Exiles I’m beginning to suspect that I suck less at this game than I had imagined.
I undesrtand this point, But i was wondering the example: 20 corrupt strength, where you will use this? Your stamina will be something like 50 (more with equipments), but you can barely attack, 2 hits and you stamina is gone. Seems like the main goal is “1 hit and roll” now. (I’m new to pvp, so i’m trying to undertand/learn, but i guess the pvp here has mandatory builds, 20 str/agi/vit, anything aside this seems wrong).
There were a lot of hit>roll tactics with old rolls, but there was still window for combos because rolling wasted more stamina back then and running out of stamina was heavily punished. New rolling system is much better as you could use combos even more efficiently now. F@ilcom was on right track.
They just needed to change stamina usage on daggers. Just make daggers waste more stamina or have less damage. Problem solved. That’s just changing few numbers. Not overhaul and fok up the entire stamina system
Not really. It became more of it in later days when they actually added 2 more rolls. Before 2020, you had 4 rolls. And people cried over poke and roll meta. Back in the days it was sure a bit of rolling in fights, but that was also the point with the roll, do get you out of tricky situations but with a high stam cost. But nowdays, you have so high regen on stamina so it doesnt matter, so you can pretty much infinite roll. That’s not how it was back in the days, it was more mechanical than it is today.
They removed so many mechanics that made PVP fun from back in the days.
Simple solution: turn it back to what is was before this update.
Not perfect for pvp but definetely better then what we have now.
You can argue all day long about what needs to be changed in order to make the new stamina changes work somehow on pvp and pve but we all know how it goes with Funcom. They change one thing and break 10 others. And it would yet be another tiny plaster that they try to put onto a hugh wound in the hope it somehow works.
I am tired of those combat changes. I want them to stop laying hands on a system that worked ok before and now is completely broken.
What I dont understand is, why do they change all the core mechanics in the game? So far, they made almost single one pretty much worse. Most of them are pretty much useless now and some you dont even need to use in the game.
It’s like kicking the guy who had the first vision on how combat/PVP should be in this game in the balls, and say “we know better” but when that’s obviously not the case since it’s way more boring now.
I’ve seen instances of someone doing well in Abyssal Armor in PVP. But I wouldn’t say they don’t have a disadvantage. Its sort of like watching HEMA and seeing one handed weapons against spears, sure they can win some rounds, but they’re losing most of them.
i’m sure, funcom don’t know anything about pvp in their game, you can see it on their twitch streams. My friends who first entered the game looks like better. I don’t understand why they can’t find a strong player to help them make the game better.
That was after they changed dodge to always cost 25 % of your stamina. Before that, in the early days, dodging cost a set amount of stamina, so high Grit allowed you to dodge more - to the point that very skilled players who knew how to pace their dodging could basically dodge forever.
Then the less skilled players complained how that was unfair, so Funcom changed dodging to cost a percentage of stamina rather than a set amount. You know, to reduce the skill gap between players. Because PvP players demanded it. I think that was the first time when my solo gameplay was (negatively) affected by PvP-driven balance changes. Keep that in mind the next time you see someone argue how “PvP requires no skill”.
The problem is not even the stamina regen that is instant, the majority problem in my opinion is the last stand, an annoying broken perk.
You are able to catch an enemy but with this perk he can rolls out a lot and still survive, also if he gets hit. In my opinion also LAST STAND needs to be belanced: LAST STAND you can have last HIT with this damage reduction, not 7s of immortality.
I had a pretty complex idea in the past days, creating a new stamina system:
Let’s have segmented stamina bar! Which means, like… 5x the stamina in segments, so for example: 5x100. Stamina usage would remain close as it is now, so roughly 100 stamina per full combo.
If you did not deplete the first segment, your stamina will fill up just as quickly as now.
If you overused that stamina, no problem, you got more segments to use up, but the first segment you overused won’t start to be refileld again mid-combat for a minute. And every section starts to fill (the delay, not the recharge rate) up slower and slower, like +1 second delay in every section. IF you don’t used ALL the stamina in that section.
If you run out of all of your 5 bar, you are gone, exhausted with a huge penalty: 2 minutes to START to refill.
Kind of same with the individual segments. If you used one up, it won’t start to recharge for a minute.
Grit would not add segments, but plus stamina into each segment, instead of the total. And a bit of recharge rate boost.
So you would have a WAY bigger stamina pool, even bigger than before, but if you are a careless moron, you will be punished. Hopefully with death in the very end.
If the first segment was sufficient to do a full combo with a heavy weapon, with some margin of error, everyone would just keep using the first segment. The penalty of dropping to the subsequent segments is so steep that everyone would basically play with the first segment only. Dropping down to your last segment wouldn’t require a careless moron, it would require a dodge key getting stuck for a minute or something equally drastic.
Your basic concept has merit, but the actual numbers would need to be considered.
Yeah, those are just pulled out of my arse, no real math were involved.
My firsth thought was that the segments were exactly like now, you couldn’t perform a full heavy combo with them, and for some reason I ditched that in my mind.
But after what you said, it would be better, so other segments would be used instead of the first only.
I dunno… it needs a lot of refining.
Why not simply add a status effect that increases with the number of rolls, gradually impairing you until knock down? First is free, second causes a little impairment in regen, third adds camera shake and unlocks targets until complete stam regen, forth knocks you down plus all of the above. 15 secs cooldown for each 1st roll. It may sound little, but 15 secs is an eternity on pvp. Roll before those 15 secs and you start/continue the cycle. Poke and roll would not be viable any more.
Over-complicating a system is never a good idea IMO.
My simplistic options are:
• Give dodge a dedicated cooldown.
• Make dodge cost more stamina with each use, and this extra cost decreases slowly over time.
Or you know, I don’t mind the new stamina costs + stamina regen, but what makes rolling really broken is the time before stamina regen which starts before your rolling animation even ends…
Agree, but it sounded more realistic.
You can’t have anything other than instant stam regen ( which we DON’T HAVE) with the actual values of stamina consumption without breaking the system even more than it already is, @SpherisCore . If you go to negative stamina, you’ll feel the delay.
Your idea is much better than we have right now, I don’t think its that complex…
How stamina is done now reeks lazyness from Funcom… its like they don’t have enough people on the project.
Nothing really seems refined and well thought out in AoW