The game is tedious
There are certainly things they could do to lower the burden of endurance in the early game. Another thread proposed a zero (or near zero) recharge on rest. I think that would be great. It would allow endurance to remain a constraint to combat, but not a major set back between fights.
I'm not convinced more is warranted, stamina really is an optional power if you are teaming. It is very nice, like hasten at that point, but it only really becomes "necessary" if you are solo'ing. And again, imo I don't think a team focused MMO should be actively encouraging solo'ing on par with teaming. Endurance is just one of those things that a team can really help facilitate, but is still quite easily built to be overcome while solo with one powerpool and slotting options. |
Love the always up rest idea. That would fix the problem right there, imo. I'm pretty sure allowing players to 'spam' rest can't be equated to an 'i win' button.
Hmm. Well I have varied opinions on this. But my main question lately is whether in CoH2 the concept of "endurance" shouldn't be dropped entirely. It's main function in CoH1 is highly questionable. If it was intended to slow us down its failed at it. The cost of running toggles seems to have been calibrated to hit the endurance bar, and the chief player response to that is simply to build characters so that endurance is ignorable. Meanwhile the existence of endurance makes some builds nearly unplayable until higher levels. Not saying we should change it in COH1, but whatever endurance was meant to do, it doesn't do it.
Lucky for you there are hundreds of possible combinations that excel at solo'ing.
Don't misread what I said, I have no issue with people solo'ing or toons being designed to do it. I specifically said that I believe it is flawed to design this game so that every toon excels at solo'ing. Unfortunately, the devs seem to crumble to people that want their emp defender to be as competent as their scrapper while those same people fail to take in to account that said emp brings way more to a team. |
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Well after playing some of the most endurence draining builds in the game (every tanker there is and SR scrapper) i can safely say that its down to build. Endurence is only really an issue up to level 22 where you can get SOs.
Stamina alone without slots isnt good enough to help on things like SR, but regular slotting easily stops endurence use getting out of hand.
Fire/SR was one of the biggest endurence challenges I have had, the toggles alone can pretty much eat up your recovery without endurence reductions, but one SO level endurence reduction in each power and each toggle now stops me ever going below 70% endurence even in AV battles. This wasnt just at level 50, its been that way since level 22 when I always go for level 25 IOs that last me till level 50.
If you have endurence issues then all I can suggest is slot more endurence reductions. As a general rule, I tend to stick one end reduction on each toggle unless its over the standard 0.33/s in which case I use two. Sets mean you dont even need that.
I agree with you about endurence being a pain in the butt up to level 22 though. Ever tried playing a tank pre SO level? Its horrid! Your basically the only class in game that cant do your job, you cant use your toggles because it destroys your recovery, without that you cant hold mobs because you arent attacking and your resists/defence isnt at a point where you cant take the hits either very well. If anything needs help endurence wise pre level 22 its tankers and brutes since there the ones getting hit most
Endurance is one of the, if not the, most hated mechanics in the game.
The devs cop to this. It's not even worth arguing. They admit to it.
It is nothing more than a throttle for fun.
There's really not much else that needs to be said, other than I suspect going forward that Going Rogue's content will improve on the pre-20 situation. There's a number of possibilities as to how.
Perhaps the Praetorian enemies there have a different general balance point, like lower HP but more damage, thus requiring fewer attacks to defeat them.
The devs claim the GR missions are designed much differently. Perhaps they are designed for alternative routes of completion besides having to fight every mob on the map.
Temp powers given by the mission contact might be used more often and to greater effect. Consider a mission about defeating Clockwork. The contact gives players an Anti-Clockwork Gun that uses no endurance and only damages Clockwork.
Or it could be as simple as being given buffs to things like Recovery as rewards for completing missions, like we have now with Safeguards and Mayhems. If you're working for the Praetorian PD, they give you the standard issue Adrenal Booster patch or somesuch. You may even build up a collection of powers/buffs and get stripped of them when you leave to Primal Earth.
I agree with Ultimo_ but I'm waiting to see if the devs use the chance to correct the problem with GR.
.
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It's fine once you're in your mid 20's and have slots and SO's to work with. I'm currently leveling a brute and the end use is BRUTAL (no pun intended) from 1 to (currently) 18. There's not much you can do build-wise with limited slots and training to do enh.
I'd love to see them ditch training and do enhancements and just start SO's from level one, and perhaps scale back end use for the early levels until you have more slots to work with. |
Pre-20 slotting is at such a premium that even SO-level strength will not do a huge amount to upset the balance, and if it did change things too much, they could always tweak mob HPs to fit their desired balance.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
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Not meaning to flame though but I am kind of getting tired about people complaining and wanting the game easymode... if anything the game is too easy as it is... Im looking at you AE
The endurence system has been in the game for years and its been one of the few challenging points of the game, remove that and theres no much else to challenge players pre level 22. After 22 everything is pretty much easymode as it is, even +4 isnt much of a challenge once you have a decent charecter slotted at 50.
If anything we need more difficulty not making the game pointlessly easy like a lot of the newer players seem to cry for. I point back to the hollows change, back before it was changed it was actually a fun, sometimes frustrating challenge to the game. Now its pretty much just another zone with no difficulty in it at all.
Not meaning to flame though but I am kind of getting tired about people complaining and wanting the game easymode... if anything the game is too easy as it is... Im looking at you AE
The endurence system has been in the game for years and its been one of the few challenging points of the game, remove that and theres no much else to challenge players pre level 22. After 22 everything is pretty much easymode as it is, even +4 isnt much of a challenge once you have a decent charecter slotted at 50. If anything we need more difficulty not making the game pointlessly easy like a lot of the newer players seem to cry for. I point back to the hollows change, back before it was changed it was actually a fun, sometimes frustrating challenge to the game. Now its pretty much just another zone with no difficulty in it at all. |
And I meet quite a few people worse off than me.
I have no characters that I can run at +4/x4 much less +4/x8. I have characters with builds that I suspect if you were playing them you could do it. And I thank those like Milady's, Umbral, and all the rest who've helped me fix my atrocities.
But the game is not easy for everyone.
That said, What I would love is to change the nature of the difficulty. Take away the emphasis on the % chance to hit and Damage taken vs Damage dealt out ratios that are all just a numbers game. Move it to something more thoughtful. I like the shard and redside because enemies have more interesting powers and resistances. I like fighting arachnos because they hit you with all damage types, all positions, several controls, more than a few debuffs and both stealth and -perc. Even if their hp and damage are the same as everyone else that makes them trickier and more fun. Freaks? boring. Longbow? The wardens are cool, the rest are way too repetitive. Crey? Boring once it becomes tanks only.
That level of difficulty can be added in without hurting anyone's softcapped defenses or 95% chance to hit a +4 enemy, or giving a boss reichsman-level hitpoints. Those things are annoying, not hard.
@frosticus
And again, imo I don't think a team focused MMO should be actively encouraging solo'ing on par with teaming. Endurance is just one of those things that a team can really help facilitate, but is still quite easily built to be overcome while solo with one powerpool and slotting options. |
@oedipus_Tex
But my main question lately is whether in CoH2 the concept of "endurance" shouldn't be dropped entirely. It's main function in CoH1 is highly questionable. If it was intended to slow us down its failed at it. The cost of running toggles seems to have been calibrated to hit the endurance bar, and the chief player response to that is simply to build characters so that endurance is ignorable. Meanwhile the existence of endurance makes some builds nearly unplayable until higher levels. Not saying we should change it in COH1, but whatever endurance was meant to do, it doesn't do it. |
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The sad thing about blasters, is they use all that endurance up on just damage, while having piddly secondary effects that wont help their survivability at all.
|
Wait.
Piddly secondary effects that won't help their survivability at all. |
That won't help their survivability at all |
Aha... ahahaha... ahahahahahaha... AHAHAHAHAHA
BWAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAHAHAHAHA HAHAHAHAHAHAHAHAHA
*Pant pant*
AHAHAHAHAHAHAAAAAAAAAA! AHAHAHAHA AHA AHHHHH *Pant pant* BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Ahah. Sorry. I'm an ice/ice blaster. How's it going?
My friends the every-single-blaster-except-maybe-Fire/Fire-blasters would like a word.
Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.
Not meaning to flame though but I am kind of getting tired about people complaining and wanting the game easymode... if anything the game is too easy as it is... Im looking at you AE
The endurence system has been in the game for years and its been one of the few challenging points of the game, remove that and theres no much else to challenge players pre level 22. After 22 everything is pretty much easymode as it is, even +4 isnt much of a challenge once you have a decent charecter slotted at 50. If anything we need more difficulty not making the game pointlessly easy like a lot of the newer players seem to cry for. I point back to the hollows change, back before it was changed it was actually a fun, sometimes frustrating challenge to the game. Now its pretty much just another zone with no difficulty in it at all. |
As for the Hollows, my first few months playing COH were in an online gaming center, before the GDN and before ED (earlier account, in case you were wondering) where several dozen played and there were many games available. Since you paid for time, you could play any game you liked. COH was a niche game in that center, tried by many and continued by very few--obviously, I was one of those very few.
There were two key reasons why those who tried it tended to quit soon after starting. First, they'd make it as far as the Hollows with some character. Then they'd rage-quit after their third or fourth or fifth long trip back from the hospital in a short period of time during a play session (and it was a pain back in those days), and then they'd usually switch to another game immediately and get their smile back. Second, they'd get a gradually more and more glazed over look in their eyes while playing because they'd sit motionless for a little while, then they'd move for a bit, then they'd be motionless again. And so on. They were waiting to recoup enough green or blue to handle the next spawn or two, then they'd fight for a bit, then they'd wait again. And so on. Eventually, once again, they'd rage quit and get their smile back by doing something else instead. Very few of those who I saw rage quit ever played COH again.
I don't recall ever seeing anybody rage quit before making it to the Hollows, now that I think about it. Perhaps some did, but I don't recall ever seeing it happen. Based on what I observed in the past, the Hollows revamp was probably good for the game overall by improving things at least somewhat for newer players.
Speaking more generally, I get that vets tend to have no difficulties with lower levels. At this point, I no longer do either. But, novices certainly do and its probably not a good thing for the long run health of the game.
To those who reply "build better":
I don't think the argument goes that endurance trouble is completely unavoidable, it's that it isn't a fun or interesting limitation on your character's abilities, and therefore not that fun to build around. I'm not advocating the abolition of endurance or anything like that - the game is balanced around it - but I do sympathize with his view. It seems rather intolerant and disrespectful to "refute" a risky viewpoint in two words, particularly when its author acknowledges the controversy of it and specifically requests thoughtful replies.
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Rush Bolt, All Hell, Panzerwaffen, DrHR:
I've been around for several years, I know how to build. All my characters have Stamina, triple slotted and endurance reduction in every power. The point, which you either missed or ignored, is that it's not fun standing around unable to act. Not in this game, nor in any other.
CaptA:
I'm referring to characters throughout their careers, and not just between battles.
Psycho Jas:
Ok...
Iceboxer:
It's most obvious and crippling on characters that do less damage because they're using more endurance to defeat the same foes. It's still an issue all around, though.
ShoeTattoo:
I agree.
SinisterDirge:
Endurance should be part of the game. I said that in the first post. However, it shouldn't be a "constraint" on fun. As it is, it's excessively constraining.
I agree soloability is important, but I do think EVERY character should be comparably able to do so.
Biospark:
You illustrate part of what I'm saying. We spend a lot of time and energy achieving higher levels and new, cool powers, then can't use them because we're out of endurance. Why bother leveling if I'm going to be forced to use my Power Bolts instead of everything else due to endurance issues. Your suggestions are valuable, but I think they're a band-aid on a broken leg. They don't really solve the problem.
Frosticus:
Chances are you're using less endurance because your allies are defeating the foes for you, or because there's someone with an endurance reducing power helping you. Again, as mentioned above, you shouldn't need a PhD in character design to be able to have fun with it. Frankenslotting and advanced building and whatnot is well and good, but often isn't useful and is usually beyond the casual player.
Soloability is important. I'd be willing to bet 90% of the time people are soloing in the game. Every class should be equally able to solo (though through different means) and should still bring something unique to a team. THAT would be good design.
Postagulous:
If you say so...
Nethergoat:
Then you're a rarity, or have spent billions of Influence on your character.
Firewyvern:
Yes, I have, and as I said in the original post, none of them are as restrictive as this game is. I can go to Lord of the Rings Online and fight pretty much continuously without fear of running out of power before I defeat my foe. That is, battles are decided not by lack of power, but by lack of health, which is how it should be.
Emberley:
Personal slights won't change the fact that endurance costs are excessive.
Fulmens:
Personal attacks, such as blatantly accusing me of lies, will be reported. Watch your step.
Firey-Enforcer:
As I mentioned, I'm referring to characters across all levels.
GavinRuneBlade:
I'm not necessarily suggesting a total revamp, just an assesment and a recalibration.
Rush Bolt:
The case is in experience. That is, it's just not fun running out of endurance so fast. Sure, if you're fighting an army, or a foe that takes an unusual long time to beat, then perhaps you should have an issue. Fighting a typical spawn should not exhaust you. If you want numbers, just compare damage output. All characters are expected to defeat the same foes, meaning they all have to inflict the same total damage. Some deal that damage for less endurance. THAT is part of the problem. As I said before, it should be a limit, but not on fun.
Uberguy:
I'll admit I have made some concept builds, but I AM an experienced player. I HAVE taken advice and tried many of the suggestions offered. I've found them all to be inadequate. Yes, build should have some impact, and yes tactics should be important, but if the main tactic inthe game is NOT doing anything because you have no endurance then I see that as a problem. I've also said in the past, that if a build is to be possible, it should be capable, too. I'm not pretending designing that is easy, but it sure wouldn't be hard to make endurance use less prohibitive. Also, I feel I should warn you against personal slights. You haven't made any directly, but you're treading the line. I hope we can keep things civil and hopefully productive.
Fulmens:
I wasn't aware of that new power until this thread, but it only illustrates to me that the devs have recognized there's an issue. Again, I see it as a band-aid, not a solution.
Milady's Knight:
I agree with your analysis, but I don't think the devs have done enough.
Cybernaut:
Having Rest always available would certainly be nice, but it's not really between battles that the problem lies. Starting at SOs would be nice, but again, I don't think it fixes the main issue.
Oedipus Tex:
I'd agree with you, but I do think Endurance should be in the game. I just find its impact far too significant. I certainly wouldn't miss it if it was removed entirely, though.
Sunstormer:
It just seems to me the challenge should be overcoming the enemy, not your endurance woes.
Johhny Butane:
Nice to see someone in agreement with me. I also hope the devs will do something with the endurance situation.
Merry Mint:
I think you're getting what I'm saying. Endurance should be part of the game, just not the main obstacle to overcome.
I apologize in advance as I'm not likely to make a detailed response like this again, it's just too hard to keep track of everything and is rather time consuming. I'll respond to points I find particularly interesting or illuminating, and I thank you all for your considered responses.
Endurance can be a pain at low levels (and even after heavy IO investment on a few builds) but there are plenty of ways to cope with it:
- Slot an endurance reduction DO in each attack starting at level 12 as your second priority (accuracy being the first priority since a miss is wasted endurance)
- Avoid damage auras and high endurance toggles pre-Stamina. Don't even run defensive shields on Scrappers or Tanks unless you really need them (like for a boss).
- Do use AoEs, but only if you can hit a group. If you hit 3+ targets an AoE is more endurance efficient than a single target attack.
- Attacks use more endurance per minute than most toggles. Be sure to slot them accordingly. (Do slot any toggles for end reduction too unless they're dirt cheap like combat Jumping).
- Pick the right power set for your playstyle. If you solo a lot, avoid things like Earth Controllers and certain Defenders that have low damage outputs since you'll have to attack longer (and burn more endurance) to win a fight. I find Blasters incredibly energy efficient since all they do is blast things... drop an SO worth of end reduction in each power and you'll rarely have to worry about your blue bar even before Stamina.
- IOs are your friends. It's actually cheaper to frankenslot (pick cheap set IOs just for the enhancement values and don't try for good set bonuses) in the late 20s to early 30s than it is to buy SOs through 50. You can get very high enhancement values that way, such as 90%+ damage and 60% or so accuracy, recharge and endurance reduction, which will pretty much eliminate most characters' endurance problems unless they're Plant/Storm or something similarly power hungry.
And if you really do want to play one of those high endurance combinations, run a lot of task forces and use the merits to buy Miracle and Numina's recovery uniques to put in Health. They're expensive, but a few power sets are very hard to get endurance neutral without them.
Or just play a Regen Scrapper or a Willpower Tanker, Scrapper, or Brute and take Quick Recovery plus Stamina. You'll pretty much never have to look at your blue bar.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
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To those who reply "build better":
I don't think the argument goes that endurance trouble is completely unavoidable, it's that it isn't a fun or interesting limitation on your character's abilities, and therefore not that fun to build around. I'm not advocating the abolition of endurance or anything like that - the game is balanced around it - but I do sympathize with his view. It seems rather intolerant and disrespectful to "refute" a risky viewpoint in two words, particularly when its author acknowledges the controversy of it and specifically requests thoughtful replies. |
Ultimo_ builds very poor builds, blames game for poor performance, posts thread on how game should be changed to accommodate, is refuted along with many making offers of assistance in how to resolve his issues, goes quiet, only to repeat it again after a few months.
And there's also, again, the issue of it just being "I don't like this mechanic, change it." This is not a feasible argument to make. You need to show WHY it needs to be changed. Not liking something isn't reason enough.
END is in the game to limit the players in what they can do and how fast they can do it. We know that. The Devs know that. That is the entire reason END exists. Again: Why should this mechanic change? Particularly now when we have numerous ways to neutralize it already?
If the answer to that question is, basically, "Because I don't like it," you need a better argument, because that's not going to fly.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Stryker:
Some good suggestions on how to cope with the problem, but again, the problem still exists.
Rush Bolt:
This has little to do with my personal performance. As I say, I've considerable experience and rarely have any difficulty with anything in the game. The problem is it's just not fun playing when I'm more concerned with conserving endurance than defeating the enemy.
Also, this is not some personal crusade (well, maybe a little). The fact is, I'm not the only one that has said this, and it's been brought up countless times over the years. That suggests to me that there's some kind of a problem that needs to be examined.
Why should it change? Because it's NOT FUN, and that's the only measure that really matters.
Clearly we should resolve the global epidemic of children lacking ponies then. After all, if it's brought up enough times, it's clearly a problem to be addressed, right?
The "problem" exists because it is designed to exist. It is intended that you should have to consider the costs of your activities. It means you need to choose how to slot your powers and how to use them efficiently.
You see that as a roadblock that stops everything.
I see it as a hurdle to be overcome... which all of my characters do.
It's that sort of progression and growth in the character as it overcomes its own inherent challenges that I find enjoyable.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
I do see your point, I just think the hurdle is set too high. It's far too prominent a hindrance, and it directly affects how much fun the game is to play.
Well, I've been away for a while, and I've been trying a number of other games. Today, I came back for a bit to see if I wanted to buy Gong Rogue, something I'd been looking forward to. It revealed something to me that I've said before many times.
This game is tedious. Compared to other games, it gets really tired, really fast. I word it that way deliberately, because I'm talking about endurance use. Characters in this game go through endurance way, way too fast. It's especially bad for characters that rely on toggles, such as Defenders and Tankers, but as a general principle, endurance use is prohibitive. That means we spend a lot of time standing around, either waiting for our endurance to recover, or using one or two powers for fear of running out and detoggling (which usually means instant death, at least at higher levels). As a rule, it's more fun to be using your powers and fighting the enemy than it is to be standing around, often as a punching bag for the NPCs because you lack the energy to fight back. In no other game is this problem so pronounced. Other games have power usage, but it's prohibitive here. I've said it before, I'm saying it again. Endurance use needs to be recalibrated. It should still be part of the game, but it should not be so prominent. It's not in keeping with the source material (when was the last time you saw the Thing gasping for breath out of exhaustion), and it's just not fun. (All comments reflect my opinion. You may disagree, and I welcome any thoughtful posts that do so, but try to avoid flaming. The point here is to see if there is a significant percentage of the population that feels as I do, and if so, to be able to show that to the devs for consideration.) |
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I agree with Ultimo in some ways.
Endurance management can be tedious, especially for new players. I dont find it a problem in the long term. I usually take Stamina, unless I've got an alternative plan, and my 50s sometimes run out of endurance if they really hammer their AoEs and other expensive powers still. But that feels as it should be. A superhero should be able to go all out and temporarily expend all their energy in a big sustained salvo.
Back when I started though - hoo boy! Took me a while to figure out that turning sprint off was a good idea. And that was on high DPE archetypes, mainly Blasters.
Its good to have limiting mechanisms, but endurance as it stands is slanted far too ehavily to the start of the game. The feeling of relief you get every time you hit 20 and get your END under control is not worth ther fact that the game is less enjoyable and more grindy than it should be in the 10-20 range.
just a stray thought, but maybe there could be some consideration given to creating some kind of a sliding scale for endurance use in the lower levels. similar to what was done to help out accuracy at lower levels.
overall though, have to say that I don't really mind the current system. yes, it's a bit frustrating at times when I start new characters. but I really think a large part of that is selective amnesia, forgetting that my IO'ed out lvl 50 didn't always rip through whole missions without having to pause once to recover endurance
to me, part of the fun is to play around with different build combinations to see what works best - high recharge, capped defenses, lots of recovery, lots of regen, etc. I have several characters, like blasters, that can be defeated with a mostly full blue bar. does that mean we should be given a large increase to health? it's no fun faceplanting. or should we be given almost instant recharge for all powers because it's more fun to use my nukes than my little level 1 powers?
is the current system perfect, definitely not. but I do think we have been given a lot of flexibility to tailor many things to fit your own concept of fun. want those big hitters up more often, build for massive recharge and take hasten. want to be safer, even if it takes you longer to defeat something, then take powers like weave to help cap some of your defenses. don't like to be slowed down by a lack of endurance, then choose to slot accordingly. pass up some of the IO set bonuses to frankenslot for endurance or devote an extra slot here and there to endurance enhancements.
I think DrMike is exactly right. I was wondering what to contribute here, and he's pretty much said it. I also agree with an earlier comment that no power pool should be considered a necessity like the Fitness pool is. I'd like more versatility in my pool selections. Heck, I'd love to try Presence someday, or Invisibility. Maybe multiple travel pools for multiple situations. But Fitness always takes that one pool selection. I've had one character I built without it to prove it could be done, but it ended up being much more fun by respecing and getting Fitness after all.
Endurance can be difficult in low levels for certain characters. I've given up on those and moved on to other characters. I'd like the option to not feel like I have to give up (never got my Elec-Elec Brute very far, though hear it's a great time later on). Just way too frustrating.
I don't agree with the OP's opinion that you spend a lot of time standing around in battles waiting for END to recharge. I think that's overstating the issue. And for those particularly heavy characters, I tend to stock up on blue inspirations until I get to the magic 20's.
I suppose the only alternative that makes a lot of sense might be to decrease damage potential. A "new" superhero wouldn't have mastered his powers yet, and might have to hit a lot more times to take down an enemy. I've never agreed with the ToHit penalties. I'm a superhero. I'm going to hit what I'm trying to hit. I just may not do much damage if my enemy is powerful too. But that's another story...
So in summary, I agree it's a difficulty, I agree Stamina shouldn't be required, I don't agree it's as difficult as the OP makes it sound, but I would like some alternatives so that I can enjoy endurance heavy characters their entire careers. And I would caution the OP to insinuate that elements of the game are "not fun" without qualifying it as opinion (though that's insinuated). I have a friend who plays who finds it fun to take on the most challenging aspects of game mechanics and figure them out to use to his advantage. It is a game, after all.
Cheers.
I agree with Ultimo in some ways.
Endurance management can be tedious, especially for new players. I dont find it a problem in the long term. I usually take Stamina, unless I've got an alternative plan, and my 50s sometimes run out of endurance if they really hammer their AoEs and other expensive powers still. But that feels as it should be. A superhero should be able to go all out and temporarily expend all their energy in a big sustained salvo. Back when I started though - hoo boy! Took me a while to figure out that turning sprint off was a good idea. And that was on high DPE archetypes, mainly Blasters. Its good to have limiting mechanisms, but endurance as it stands is slanted far too ehavily to the start of the game. The feeling of relief you get every time you hit 20 and get your END under control is not worth ther fact that the game is less enjoyable and more grindy than it should be in the 10-20 range. |
2 things I have suggested before (and one of them I've seen suggested again) is to make rest have 0 (or greatly reduced) recharge. It still takes a finite amount of time to actually "rest" and fill up the blue bar so there is a penalty to poor end management it's just not so onerous. Once you hit level 20 (21 for 3 slotted, 22 for 3 slotted and SOd) and have stamina, resting becomes a thing of the past since you'll recover all or nearly all your end in the time it would take to rest anyway.
The other thing that I have suggested is to take the sum of base recovery + stamina and change the proportions while leaving the net sum the same.
I see no reason why base recovery could not be increased and the recovery value of stamina decreased, so long as the totals (with stamina 3 slotted with SOs) remain the same. This would have the effect of having Stamina "feel" optional, rather than feeling required.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I've rarely, if ever, hit any endurance issues on my characters once they hit their mid 20's, and are properly slotted and enhanced.
It's fine once you're in your mid 20's and have slots and SO's to work with. I'm currently leveling a brute and the end use is BRUTAL (no pun intended) from 1 to (currently) 18. There's not much you can do build-wise with limited slots and training to do enh.
I'd love to see them ditch training and do enhancements and just start SO's from level one, and perhaps scale back end use for the early levels until you have more slots to work with.