This stamina exhausted thing is too much cause u also cannot regain stamina when u heal or when someone is hitting u , like today i had full health i pvp i did mistake and get exhausted and the player could just demolish me he punch me with daggers and i could do nothing cause i dont regain stamina at all when i get hit… u can keep exhausted debuff but at least let us regain stamina if we get hit at least …
The point of exhaustion is to punish you for making a mistake.
But if there’s a bug with regaining stam then you should report it with a bug report, preferably with a video showcasing the issue.
Yeah - I’m really glad we finally got the ‘exhausted’ state back - once again stamina management actually matters. Certainly it is punishing when I get it wrong and run out, but that makes it something worth paying attention to. Since they removed the exhausted state, stamina just didn’t matter, it might as well have been a constantly full bar because it was so easy to maintain - now it matters again and I’m happy to have it (and pleased to get punished for it when I screw up).
I wouldn’t mind if there was maybe a slight reduction in the stamina cost for running - just from a travelling place to place point of view - I feel that’s maybe a little too costly since the re(re)-work, but I’ll happily live with it if it means we get to keep stamina as being something meaningful. (Who knows, maybe temperature and other survival elements could become meaningful again too someday .)
Another thing they never, ever, should have removed in the first place…
Yes, I think you should be able to trade HP for stamina. I also think this was a thing back then. They introduced this no stamina regen on attack when they made stamina pointless in Age of War.
I kind of agree, they way it is at the moment there’s not much difference between the old system and the new; the punishment almost makes up for all the gains over the old. The other issue is the dodge roll.
While in PvP it can be a big problem spamming the dodge roll, in PvE it’s advantages to dodge roll as it makes the fights more interesting. Why? Because dodging an attack from an NPC means you’re not staggered. The high cost seems a little overtuned?
That said I’ve not properly tested it so I could be completely wrong.
Back in the days you only had 4 rolls to live with. Now you have 6 (when the regen works as it should i suppose.). So no, the cost should be higher in my opinion, but with that they need to fix hyperarmor and some other stuff aswell.
Not tested it, so can’t argue the point. Especially since I didn’t fully play with the old system. The only thing I would say is while I’m having fun learning how to play with the changes made, I am still missing what was before. I wonder what other players thoughts are on this? Which do you prefer the old or new or the old old?
I prefer old old.
My preference would be ‘old old’ - with ‘new’ (current) in second place and ‘old’ (Age of War) last. Don’t get me wrong, Age of War stamina had its up-sides, but mostly the actual result was to make stamina managment too easy. Current version is better (IMO), but I’d still rather go back to tougher exhaustion but also better hyerarmor etc of the old old system.
(But then, I’d also like to ditch the build hammer and go back to the old old building system where you had to slowly craft build pieces in your inventory - and couldn’t pick them up if you made a mistake. Maybe I’m just a ■■■■■■■■■ - seriously!?! the word for someone who likes to hurt themselves is censored!?! - sounds a bit like massive wrist… whatever the engine is behind these forums has a seriously odd list of banned words…)
■■■■■■■■■
Well now, anyway yes you are a m-a-s-o-c-h-i-s-t, me too!
Bring it all back.
Make me suffer under the hot sun and cry in the cold.
AND let’s make Brimlake kill you if you drink the water.
Yeah - that always seems weird to me - drinking from a theoretically chemical laden hotsprings is fine (and cools you down!) - and don’t get me started on what should be disease-riddled swamp water… I may have many arguments with 7d2d (okay, no ‘may’ about it - I do have many many arguments with that game…), but at least when you drink something you obviously shouldn’t you get an appropriate result…
Getting hit should NOT regenerate stamina. If anything getting hit should REDUCE your stamina even more…
No, absolutely not - and no it wasn’t a thing at any point that I can recall.
Same. I preferred the OLD old system.
I’ll add my vote for this as well. Meaningful survival systems? Yes, please.
At the very least it should do some damage to you and give you a pretty hefty debuff of some kind… but very little in this game makes sense anymore. Glad I rolled back to an older version.
I get this from a realistic perspective, but it could quickly devolve into whoever lands the first hit wins the fight.
That makes sense as a problem that would need to be figured carefully. (That’s actually very close to Den’s reasoning on why spears needed to be changed - the way they were created too much of a ‘snowball’ effect in combat (because of the combination of reach and speed and cripple) so that once someone started winning it was too difficult for the other person to overcome. On that basis he did call for other suggestions of ideas that could bring the spear back up in power without creating the same problem - but most of the people arguing were only willing to consider ‘make it fast again’, despite the problem he had explained.)
The combat in this game is kind of pathetic that no matter how much they tweak it, it will still be bad. It’s always a choice between bad and worse, never between good and bad. We just have to live with it and remember this isn’t a fighting game with a polished and balanced combat system. More stamina, more exhaustion, less stamina, less exhaustion, different regen speeds… it always feels wrong. It lacks fluidity, dynamism, precision, parrying, countering and so many important features that could be mentioned. So, yeah, try to have fun despite of that. It is what it is.
I prefer old, old. But like I said it’s not just switch back stamina to how it worked back then. There’s been so many stupid changes with it.
And get regen whild getting hit will just result in that the person getting hit or chased outstam the other part even more than today.
Old system hitting drained less stam and dodging drained more. That was the most fun. You also had hyperarmor way more thab today.
Ah, someone cut their teeth on the Age of War stamina system.
The current stamina system is bad.
It’s a different kind of bad from the Age of War system.
We’ve reduced the crippling asthma for a nasty case of emphysema.
But that’s to be expected.
Most games with stamina systems seem to assume that a hardened warrior in a pre modern society would have endurance roughly equivalent to a desk bound person of the current day who is winded walking to the bathroom… It would be amusing if it weren’t so sad.
But it’s a game mechanic.
The previous system (rapid recharge of a barely existent stamina pool with no exhaustion penalty) was roundly condemned. Something something can’t complete a basic combo without fully investing in Grit and even then it’s dicy. Roll and poke supremacy.
In true Funcom fashion, no progress can be made without either over doing it or flubbing something else.
So they partially revert to the old system, the first system.
But still with inflated stamina costs. Just not as inflated as it as in Age of War.
But here comes gray screen back.
And a more sluggish Regen rate while the exile bends over hacking with their smokes a few packs a day cough.
Mind you, with this return to the old stamina, they did not bring back the old hyper-armour/resistance to interruption for many weapons.
Thus roll cancel is still an important thing.
But that is one of those side effects that aren’t supposed to be noted
The important thing to remember is, in PvP dueling, target lock and then spam dagger or punch knives. In PvE, bait small numbers of enemies, preferably singular, to dispatch like a scavenger nipping at heels and be vigilant that enemies with maces cannot be interrupted regardless of what their animation implies and that hit/harm boxes are only suggestively related to what is displayed on screen.