Bring stamina regen in line with new mana regen

luciferblack

Dalayan Elder
Can this be made to happen? It's great there's rapid mana regen, but stamina regen for melee characters really sucks. Especially if you're keeping up with all the casters who now have a lot more mana over time to play with.

Can this be looked at? Maybe something done similarly? Melee with a style is still WAY less effective than a mage, wizard, necro, shaman....okay most every caster really.
 
In a word, no.


Styles are supposed to be circumstancial. Trivial stamina regen would make several styles completely useless and at the same time others totally overpowered.

Warriors tanking every mob in unyielding & using frenzied stance to dps every mob, monks 100% interupting every mob, rogues stamina and mana draining every mob, etc

The stamina system works fine the way it is now.
 
Have to say I agree 100% with Duma here. I haven't had a single problem with stamina regen at any time.
 
And you're speaking of course from both a low and mid level perspective right? And this is of course accounting for being able to solo as a melee class right?

Or has this already fallen into the "the game begins at 65" crap that creeps into a lot of posts on this board?

If someone had suggested a change to medding a month ago would you have said it needed to be fixed or would you have said "it works fine as it is"? I would assume the latter since I didn't recall seeing any threads requesting it.

Try soloing a rogue or warrior after level 30 and not being totally twinked out and then let me know how it goes for you. My money is on dirt nap.
 
Try rolling a cleric, shaman or druid bot. :roll:

The only change they could have made to meditate was making downtime trivial and removing it from combat (to an extent) and well that's what happened. So no, I wouldn't have opposed it.

P.S. The game starts at 65.
 
Duma said:
Try rolling a cleric, shaman or druid bot. :roll:

The only change they could have made to meditate was making downtime trivial and removing it from combat (to an extent) and well that's what happened. So no, I wouldn't have opposed it.

P.S. The game starts at 65.

K thanks for your opinion that relates to how YOU play. It's the typical response I expect from most post-60 players

By the way - I have healer bots. The suggestion is not for my benefit directly. There are players who actually solo and don't have a high level guild to hold their hand either.

What is so different from having a full mana bar and having a full stamina bar at the start of a fight? Really...I'm not grasping this concept. Can you please explain the VAST difference between the two?

It would NOT make stamina styles trivial...it would allow for greater stamina regen after a fight. If you use a style that exhausts you completely then that's really not going to help much is it? So all of the uber styles would still have limitations. Besides, from what I've seen they drain stamina pretty fast and if stamina regen is like mana regen where it doesn't regen once you have aggro, then you're still under the same limitations as casters - even more so because melee don't sit during combat like casters do.

So if the game starts at 65 why are you opposed to something that could potentially get people there quicker?
 
luciferblack said:
What is so different from having a full mana bar and having a full stamina bar at the start of a fight? Really...I'm not grasping this concept. Can you please explain the VAST difference between the two?

The difference is that mana is designed to be used each and every fight, whereas styles are not. Stamina usage much more closely resembles some AA reuse timers than it does mana. Styles are an added bonus in situations when they're needed, rather than something essential like mana. Think of them as similar to Paladin's Lay On Hands or SK's harm touch; it would throw things out of balance if they were suddenly able to reset these after every fight.

For example, if my warrior could regen stamina as quickly as casters regen mana, I could essentially use my overhaste style every single fight. Mobs and encounters aren't balanced for that. The rate at which styles use up stamina are balanced against how often styles were intended to be used.

Styles that were intended (and balanced) to be used almost every fight use very little stamina, whereas styles that are intended to situationally be used once-in-a-while use much more stamina.

As for soloing, all classes were not designed from the start to be equal soloers. The SoD staff has gone to great lengths to close the gap some, but there's still a big gap there that's inherently uncorrectable while maintaining game balance. At least here we have many more useful things like trade skills and quests that yield some experience that we can do solo for those times when groups don't make themselves available.
 
I play a lvl 27 rogue and every time I use my whateverit'scalled lvl 25 stance, my stamina is gone in 30 seconds and it doesnt come back. But I don't really mind. I can usually regen it in a group, but when I try to solo I bindwound to fullhp in 20 seconds and my stamina is still at 5%.
 
I think stamina / stamina regen is fine 60+, but Lucier does bring up a decent point for 1-60 with the fact that melee's solo like complete shit and increased stamina regen would allow someone who is playing only 1 character to solo more effectively.

If melee's had better stamina / stamina regen / styles using less stamina etc etc, it would need to be balanced so a group of 5 melee's + healer wouldn't be overpowered compared to a melee / caster group. Maybe something like if you're not grouped ( and if you haven't been for 5 minutes, to avoid people abusing the system) you have increased stamina regen.
 
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