Unless the current system changes drastically, (which it might) the stamina bar is too much of a hindrance for not enough of a reason.
Limiting Factors
- Each move in the game currently requires the use of a resource:
HP, MP, and TP.
- In addition to these resources we have extra limiters on skills and abilities:
cooldown times, casting times, and animation times.
I understand that some moves are stamina only, but all of the above mentioned are acceptable and make sense. These are typical with any MMO. The stamina bar adds an additional threshold on abilities and actions that is cumbersome.
So why is it there? To prevent spamming?
- Lets say I want to fire off 8 weapon skills in a row: Can't, animation time and tp are the limiting factors.
- Want to pop off 8 cures back to back: Casting time, cooldown, animation time, and mp all limit how often and quickly you can cure.
If actions being used too frequently was a problem I would rather see and increase in cost to the other resources than imposing the use of a stamina bar.
Do we really need a bar to limit how many abilities we can activate at one time? Is it really that important that I can't activate rampart, ferocity, featherfoot, bloodbath etc., etc. in a row without having to wait on a bar to refill, in addition to their cooldown and animation time?
What do you think?
EDIT:
As per later responses I have read (thank you to everyone who has weighed in) I'd like to say that the scope of this is to examine the benefits/hindrances of the stamina bar.
Auto-attack could certainly have an impact and seems to be coming regardless according to a dev post; but could be used or not used both with or without a stamina bar in place, and is therefore not a point of my concern.