Fix lvl 14-20 'Stamina Gulch'
IOs at those levels are no better, but yet more expensive.
Anyway, the problem I have with Stamina is having to pick three auto-powers to get it. While I do accept that is the cost for the power and making it available early or free would not be viable, I HATE having to pick three auto-powers in a row to help get endurance under control ASAP while there's more interesting options saying "Pick me, pick me". Sure, I don't have to get Stamina at 20 or at all, and sometimes I do push it back depending on my needs, but I don't exactly like doing that either.
I wish more combos were like Grav/TA where Stamina helps a lot but is definitely optional. I got away with putting it off until level 49 on that toon because a little bit of end-slotting (one SO worth) and the end-lightness of the attacks made doing so extremely viable.
Tried methods;
More blues. Combine them when I can, use them when they drop. Slot for acc/end red and end red in general. On the DB/WP Brute, for one, I was doing that and still out of endurance every. Single. Fight. Worse when fighting Arachnos, as thats when Mu Strikers start popping up. |
I don't see where the problem is, I'm fine on my end during those levels, packing blues, using end reduction enhancements, using rest every now and again isn't going to hurt you.
Turn off sprint?
Are you just having the problem with your brutes, because you want to keep on attcking non stop? Yeah...that isn't going to happen till later, so cant help you with that part.
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It doesn't take very long to level from 14 to 20 especially if your in a big team, and the bonus of being in a big team is that you don't get as many end problems because everyone is attacking the same things as you.
Now, i do agree that end management is hard, and that you don't want to give up on the argument for consistency's sake, but i prefer how it teaches new players about end management to how it is annoying for confident players.
I'm not saying 'low level'. It is specifically level 14-20. And, as I said, I tried endurance management. It is, frankly, impossible at that level. The limited number of slots and the maximum being DO level enhancements means that, with pretty much the exception of /regen and certain support ATs, endurance fail is guarenteed. Which seems fairly broken to me.
I'm also not saying 'make it a non-issue'. I'm calling for it to be balanced. Stamina being a near necessity as it is has never sat well with me, but I can live with that. Being crippled in the run-up to it is a step too far, though. |
resisting the urge to push a button as soon as its ready is keen skill
so is learning to purchase blues or make them
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
That's true. In my first month I've learned to use the attack with the longest animation last, to let a couple of tiks of end come back after the cost and the animation still continues, as well as cooldown for the other moves, etc. It works for me sometimes. I suppose that did teach me soemthing about end management, but when you're a fury-addicted Brute, you get torn often in the heat of the moment. Smashy-smashy!
It seems to have a drastic difference between powersets. I'm an oddball who tries to avoid Stamina at all costs with varied rates of success and noticed that some don't need it. I would advocate shortening the recharge time on Rest since it isn't really "spammable" due to the danger of getting hit while using it.
Most of my characters don't even have Stamina anymore. (Previously, ALL my characters had Stamina. I have since learned much better energy management.) So obviously, I don't see any 'gulch' existing.
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Most of my characters don't even have Stamina anymore. (Previously, ALL my characters had Stamina. I have since learned much better energy management.) So obviously, I don't see any 'gulch' existing.
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...Would you be willing to share some of these Staminaless builds? I'm very curious in seeing how a character can be good without it. I've got a Dark/Fire scrapper who, Dark Consumption, Consume, and Stamina and still manages to run out of endurance at times. While some builds may be able to function without Stamina, my experience is that being /good/ requires Stamina on the vast majority of builds.
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I think either endurance costs or recovery rates need to be reconfigured across the whole game. I don't think I've ever had a character that didn't require Stamina while levelling up, even if they were able to respec out of it later by earning a "better" power.
Some sets, especially the toggled armor sets, absolutely require Stamina to even be able to function at all. Even on top of that, I've had to heavily slot for recovery bonuses with IO sets to keep my SR Scrapper in the blue, and that's with at least one level 50 End Redux IO in every attack and toggle.
Don't get me wrong, I deal with it just fine, and it has slowly gotten better over the years (hell, Enhancement Diversification actually helped Super Reflexes). It's just that every time I build a new character, I look at the powers I want to take with them... and then sigh and mark three off so I can slip Stamina into the build.
I find myself in a rare position of agreeing with Beyeajus... swapping the availability of Stamina and Health might actually be a good idea. But that's just a personal opinion, and I really haven't given any thought to balance other than the fact that I think it'd be totally awesome.
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...Would you be willing to share some of these Staminaless builds? I'm very curious in seeing how a character can be good without it. I've got a Dark/Fire scrapper who, Dark Consumption, Consume, and Stamina and still manages to run out of endurance at times. While some builds may be able to function without Stamina, my experience is that being /good/ requires Stamina on the vast majority of builds.
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Also, I have a recharge slotted in Rest's base slot, which allows me to use it more often. I am not ashamed to use Rest when I need to. I really don't understand the stigma that Rest seems to have, "I can't use Rest once I hit double-digit levels!" Ridiculous.
I also have binds to combine three of each level insps (except greens, purples, break frees, and awakens) into blues. I manually combine BFs/wakies if I have enough, otherwise I delete them. I use greens and purples to avoid having to use heals.
I also slot IO sets with recovery in mind. Some of my builds/proposed builds have Stamina-level recovery.
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Most of my energy management comes from "don't use a big attack when there's only 3 HP left", and also "wait 2 seconds to use a lower-end attack instead of using my gigantic-hitter (which is also an end hog)" - also, basically all my attacks have at least 30% endurance reduction, if not more.
Also, I have a recharge slotted in Rest's base slot, which allows me to use it more often. I am not ashamed to use Rest when I need to. I really don't understand the stigma that Rest seems to have, "I can't use Rest once I hit double-digit levels!" Ridiculous. I also have binds to combine three of each level insps (except greens, purples, break frees, and awakens) into blues. I manually combine BFs/wakies if I have enough, otherwise I delete them. I use greens and purples to avoid having to use heals. I also slot IO sets with recovery in mind. Some of my builds/proposed builds have Stamina-level recovery. |
Note the end-crazy build for my regen was built expressly to deal with Dark Ring Mistresses and their PBAoE end drain toggle
I would like to see those combine binds though.
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
-- turns small insps into small blues
---- add the following to your taste: luck, respite, break_free, awaken
ALT+F2 "inspcombine keen_insight take_a_breather$$inspcombine focused_rage take_a_breather$$inspcombine rugged take_a_breather"
-- turns medium insps into medium blues
---- add the following to your taste: good_luck, dramatic_improvement, emerge, bounce_back
ALT+F3 "inspcombine uncanny_insight second_wind$$inspcombine righteous_rage second_wind$$inspcombine robust second_wind"
-- turns large insps into large blues
---- add the following to your taste: phenomenal_luck, resurgence, escape, restoration
ALT+F4 "inspexecname second_wind$$inspexecname take_a_breather$$inspexecname catch_a_breath"
-- attempts to eat a small blue; if none, attempts to eat a medium blue; if none, attempts to eat a large blue
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Well, we all get a power at Lv2 which caps your recovery and regeneration.
Of course, its recharge is murder.
Failing that, I could also get behind increased effectiveness of endred enhancements. Remember, the best you can do with any amount of enhancing is to halve the cost.
I park my characters at that level in the arena for the endurance buff day job power. I also always get the endurance/defense pet and have no qualms using it often.
I have a DB/WP tank and I don't recall having those same endurance issues, but tanks get QR at 12 instead of 20.
I also generally put off getting hasten until after stamina for precisely this reason. No sense attacking faster if I'll have to stop and catch my breath anyway. Of course, if you are going for superspeed as a travel power, that may not be an option.
Finally, you may consider shutting down some toggles. I sometimes see people running sprint 24/7 and resting after every mob. But even some shields can be shut down depending on what you are fighting.
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Stamina has never been nor will ever be required, and I challenge anyone who disagrees to explain how I got six characters to level 50 without it. Going by without Stamina, be it in the low levels or in the upper levels, is not only possible, but not all that difficult with just slotting choices and a wee bit of research. It's not just a matter of throwing endurance reduction at powers, it's a matter of knowing your efficiencies.
DPE is, to my eyes, the MOST important aspect when it comes to this. That's Damage Per Endurance (point) for those taking notes. Examine the DPE of your powers, find out which are the most efficient and use them the most, avoiding the ones that aren't. Cone powers are typically less efficient than single-target attacks, requiring that you hit at least two or three people for them to break even, and AoEs are even worse, requiring four or five people. Some powers, like Flairs, have higher than normal efficiency, and some, like Follow Up, have a much lower efficiency. Between that and DPA - Damage Per (second of) Activation - are keys to making an efficient build. When you pick a specific attack chain, be mindful of its burst cost and be mindful of its efficiency, and you will be just fine.
That, and use Rest. It's what it's for. I'd be in favour of dropping its recharge even more, just for the record.
I am not in favour of doing anything to "tide you over" until Stamina. Those levels are designed to teach you efficiency, teach you which powers you really ought to use and teach you to not expect "perpetual motion" under all circumstances. I really wish more players would do that, instead of grasping for Stamina.
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A reduction in the recharge of Rest would be nice, across the board. The silly thing is that you need it the most at lower levels, and its recharge is arguably slower then. By the end levels, you rarely, if ever, need it.
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Stamina is the price you pay if you want to pay like a non stop spaz.
It's part of the balance.
You get picky about attacks and slot for reduction you don't need stamina.
Even Brock Sampson doesn't get to go kill mode as long as we do with stamina.
A reduction in the recharge of Rest would be nice, across the board. The silly thing is that you need it the most at lower levels, and its recharge is arguably slower then. By the end levels, you rarely, if ever, need it.
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Far as I'm concerned, any game which has, as part of expected gameplay, the activity of "stop playing for 180 seconds" is not a game that's entirely well designed.
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I park my characters at that level in the arena for the endurance buff day job power. I also always get the endurance/defense pet and have no qualms using it often.
I have a DB/WP tank and I don't recall having those same endurance issues, but tanks get QR at 12 instead of 20. I also generally put off getting hasten until after stamina for precisely this reason. No sense attacking faster if I'll have to stop and catch my breath anyway. Of course, if you are going for superspeed as a travel power, that may not be an option. Finally, you may consider shutting down some toggles. I sometimes see people running sprint 24/7 and resting after every mob. But even some shields can be shut down depending on what you are fighting. |
I don't see 14-20 being a real problem, as these levels go by so fast. General rules of thumb, most which already have been covered:
* Use inspirations. Not just blues, but in general. Hit harder, miss less, etc. Saves endurance.
* Slot for endurance. Every little bit helps. Sometimes I will slot two end DO in toggles rather than any def/res at lower levels.
* Use toggles judiciously. Many of them you don't even need at lower levels, especially solo.
* Put off AoE attacks or other high-end powers until AFTER Stamina. My blaster did fine putting off Fire Sword Circle, my Brute did fine waiting on Clobber and Whirling Mace, my tank did fine putting off Whirling Hands. Or just use them judiciously. You can do just fine with single-target attacks for a long time with smaller mob sizes.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Something else that would be nice is if Rest could take Health and Endurance Modification IO sets like how Run can take Running and Jumping sets and I think Brawl can take Melee sets.
For sets bonuses and uniques, duh!
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Perhaps this issue could be addressed by simply removing DOs and TOs, which are stupid anyway. Why should we have this geometric scale of enhancement, rather than just having the same enhancements throughout?