
Originally Posted by
Lyndria
I see a lot of good suggestions, but I feel that some of conversation has gotten slightly off topic.
The scope of this is to examine the benefits/hindrances of the stamina bar.
Auto Attack:
- If auto attack is added it could work fine with or without the stamina bar.
- If auto attack is not added, it could also work fine with or without the stamina bar.
So my concern is that the additional threshold, bottleneck, etc. of the stamina bar in its current form is useless. The desired effects for limiting actions can be achieved using the other limitations already placed in the game.
- We could use longer/shorter animation times to differentiate between abilities like bloodbath and rampart. Or, use the stamina bar for buff actions only. (Featherfoot, Fercocity, Blood Rite, etc.)
- Does my Warmonger really need to take up half my stamina bar or could we just give it a longer animation time? Or could we just limit those types of actions to stamina without spells, WS's, attacks, ect. also taking away from the same bar?
examples:
Casting Sacrifice takes - mp, hp, stamina, casting time, animation time, and also has a cooldown.
Using Seismic Shock takes - mp, tp, stamina, animation time and also has a cooldown.
- in each case there is enough there to limit the actions of the player sufficiently in a variety of ways without using stamina.