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  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    12
    Also, there's no real need to make certain weapons attack slower or faster as some of you believe. Simply make weapons consume the appropriate amount of Stamina. This way, a slow attacking weapons cost more Stamina and takes longer to recharge for the next attack. And a fast attacking weapon consumes less Stamina and will take less time to recharge.

    -Lonni
    (0)

  2. #2
    Player
    Kaizer's Avatar
    Join Date
    Mar 2011
    Posts
    71
    Character
    Kaizer Mach
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    I actually don't want them to revert back to complete auto-attack. I feel like its going backwards instead of making progress. True, the current system is not fun. During beta, I commented how the stamina bar felt like it did nothing in terms of strategy. The fact that you could only see the stamina cost of the first action on the mob is terrible, plus you couldn't really gauge the cost of actions very well.

    In the beta forums I suggested they add tick marks or at least cost numbers to actions and how much stamina you have. You have 10 stamina and light stab takes 2.5 etc or whatever. Then you can also know your stamina recovery rate better (stamina recovery rate 1 stamina unit a second or something). This gives the player the feel of more control, strategy, and planning. Maybe even add class uniqueness through stamina bar stats. Longer bars, faster stamina regeneration for certain actions, or spells that affect stamina (I know some lancer abilities do this and having numbers or at least symbols attached to them would help).

    Instead of auto-attack maybe some sort of queuing or combo system like some people suggested. I would definitely be interested in that.
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