Was stamina nerfed when they made it inherent?


Deathbeforedisco

 

Posted

Been playing for a while now, and on most toons, I don't have issues with recovery. Of course, that isn't saying much.

Until recently, I have mostly been playing Scrappers and Brutes and even then, my power choices were simply /willpower and /Electric Armor. So I basically didn't notice if it did get nerfed or not.

But I played a Super Strength/ Invulnerability Brute, got it in the mid thirties and deleted it because I couldn't stand that Rage Crash. So I didn't notice there, really. Had endurance issues in the low levels, but prior to deleting that character, has no endurance issues until Rage Crashed.

But I am doing a Night Widow, and I make sure I got sprint turned off only running the 3 leadership toggles that come with the secondary powerset and Indomitable Will and Mask Presence, and it's like after every battle with three even con minions. My endurance bar is on empty and my toggles are about to be shut off.
I even 3 slotted stamina and stuck three IO recovery's in it and I got 3 endurance discount IO's every toggle, but I am still having this problem which should not be happening at all.

You folks having endurance issues with your toons or notice a decrease in recovery that stamina gives out since going inherent?


 

Posted

Not with the inherent change, but I seem to recall Stamina was nerfed around the same time as the most recent Accuracy nerf.


 

Posted

The Endurance reduction you have slotted in your toggles will serve you better in your attacks. Stamina has not been touched, to my knowledge, and a few of my characters have similar endurance woes that typically start in the early teens and last (in some cases) into the mid-twenties (at which point you have SO-level enhancers, and +Endurance proc IOs)

The common thread is usually a combination of having a lot of attacks available, and not enough endurance reduction slotted to sustain them.

Case in point, my Street Justice/Shield scrapper was an endurance nightmare until I had 3 slotted stamina with Performance Shifter +End proc, Numina and Miracle +End procs, and at least ~30% endurance reduction in EACH attack. Levels 10-27 on that character were some of the most tedious and frustrating levels I've ever experienced*.

Hope that helps!

*IMO this is evidence of some underlying bad game design issues that will probably never be addressed at this point, so we are left with only the workarounds.



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Posted

Esp. on a Widow you should not be having any problems. What enemies are you fighting? Malta? Carnival of Shadows? And what is your slotting in those toggles, in your attacks and in Stamina itself?

Actually, if you go into all that detail, it might be better to post on the Soldiers of Arachnos forum.


 

Posted

Widows can suck end hard. When you say you are running the leadership, do you mean the pool or the secondary. The pool is expensive and running both sets puts a big drain on you. If you are just running the secondary versions, then I don't know where your end is going - those are silly cheap.

EDIT: oh, you did say the three from the secondary... no reason you should be low, then. I had end issues up to 50, but I was pulling almost a full 1 end/second more than you. Something must not be slotted right.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
Esp. on a Widow you should not be having any problems.
Really? From tomax: Slash is 14.2!, Lunge is 9.5, Strike is 7.5. Buildup is 5.2 and spin is 15.4!

Even with increased stamina they are going to eat it up quick.


 

Posted

As noted, Night Widow attacks aren't especially cheap, and they're fast, so the endurance-per-second used is high. Running "only" 5 toggles probably isn't helping, either; I would stay away from the Tactical Trainings except Maneuvers until you can improve your endurance management.

Most of your endurance use (way more than half, for most builds) comes from your attacks, not your toggles, so take some of the endredux in the toggles and move it to the attacks.


 

Posted

Quote:
Originally Posted by _Toxa_ View Post
The Endurance reduction you have slotted in your toggles will serve you better in your attacks...

Case in point, my Street Justice/Shield scrapper was an endurance nightmare until I had 3 slotted stamina with Performance Shifter +End proc, Numina and Miracle +End procs, and at least ~30% endurance reduction in EACH attack. Levels 10-27 on that character were some of the most tedious and frustrating levels I've ever experienced*.

Hope that helps!

*IMO this is evidence of some underlying bad game design issues that will probably never be addressed at this point, so we are left with only the workarounds.
The advice that I was accustomed to hearing even in the early days of CoH was to put an End Reduc in every toggle and major attack, and to slot up Stamina. This goes a long way towards makng any toon more endurance efficient. But it will never totally overcome situational dangers like Sappers, Juicers, and Carnies.

I don't think the inability to completely conquer one's endurance woes is a design flaw in the game. A lot of people don't realize that we are not meant to be running all our defensive toggles at the same time all the time. We are meant to be turning them on and off situationally. Why else do you suppose they take recharge rate enhancements? Trust me, it's not because they can be knocked off by mez attacks (a rare event for any melee toon) or because of End crashes or basic End depletion. But we treat every toggle like an Auto and then call the game design flawed because toggles aren't autos? Well, I'm not prepared to jump on that particular bandwagon.


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Posted

Quote:
Originally Posted by _Klaw_ View Post
Really? From tomax: Slash is 14.2!, Lunge is 9.5, Strike is 7.5. Buildup is 5.2 and spin is 15.4!

Even with increased stamina they are going to eat it up quick.

I don't recall having any trouble on mine. I was slotting EndRedux in the attacks, of course. But it seemed that endurance was not my biggest worry.

And that was before inherent Stamina, and I think I skipped Stamina until level 26 or so. So it really does confuse me, unless he's poorly slotted. Which is why I asked him about his slotting.


 

Posted

My widow tended to have end issues as well, but that was likely due to me dropping too many recharge reductions into the attacks, not enough end reductions and spamming the most end-sucking attacks when a simple little swipe would take something out. When I balanced things back out, I wasn't doing as much damage per attack, but I was able to sustain the damage much longer.

One of the drawbacks of widows + soldiers is that they are stuck with the Brute versions of the Patron Power pools, which (IMHO) generally suck for them. None of thier patrons give out a recovery power, just a bunch of stuff they already can do. While tenuously "flavorful" (ignoring that you can go hero right after gaining the powers), it pigonholes you into what is basically 5 versions of the same handful of powers. Access to the APP's would likely give you choices to something more useful, such as a recovery power.

Quote:
Originally Posted by _Toxa_ View Post
*IMO this is evidence of some underlying bad game design issues that will probably never be addressed at this point, so we are left with only the workarounds.
This is far, far off base. Endurance is a vital part of this game's GOOD design. It's a balancing factor. It gives devs another (very important) dial to turn to create powers, along with damage, accuracy, recharge, range, level availability, ect. As my example above, I allowed myself to deal more damage much quicker, but at the cost of not being able to sustain it for long. The "workarounds" are part of the design. You can choose either to use slots to reduce the cost or increase recovery, or you can choose powers (sometimes ) that increase end recovery. Both cases, you sacrificing slots/powers that could go toward other aspects. The choice is yours.

Besides, what would be the point of toggle powers? They might as well be Auto.


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Posted

Quote:
Originally Posted by gameboy1234 View Post
Esp. on a Widow you should not be having any problems. What enemies are you fighting? Malta? Carnival of Shadows? And what is your slotting in those toggles, in your attacks and in Stamina itself?
That depends on how many toggles you run. My widow runs 7. She would use up end really fast if I didn't have her IOed to the gills.


Quote:
Originally Posted by PRAF68_EU View Post
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Posted

I think people forget that now they've taken additional powers to replace the fitness ones as well as more powers to spread the same number of slots over.

Of course if you take an additional attack power or two you are going need to slot them up meaning something else will be losing a slot or two. I wouldn't be surprised if people gave up the endurance reduction slot before they would give up an accuracy, damage or recharge slot.


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Posted

Quote:
Originally Posted by _Toxa_ View Post
The Endurance reduction you have slotted in your toggles will serve you better in your attacks. Stamina has not been touched, to my knowledge, and a few of my characters have similar endurance woes that typically start in the early teens and last (in some cases) into the mid-twenties (at which point you have SO-level enhancers, and +Endurance proc IOs)

The common thread is usually a combination of having a lot of attacks available, and not enough endurance reduction slotted to sustain them.

Case in point, my Street Justice/Shield scrapper was an endurance nightmare until I had 3 slotted stamina with Performance Shifter +End proc, Numina and Miracle +End procs, and at least ~30% endurance reduction in EACH attack. Levels 10-27 on that character were some of the most tedious and frustrating levels I've ever experienced*.

Hope that helps!

*IMO this is evidence of some underlying bad game design issues that will probably never be addressed at this point, so we are left with only the workarounds.

People are taking this quote out of context.
Endurance is not a bad game design.
The fact that endurance management is punishing to new players, but generally becomes irrelevent by level 25 is.

The difficulty of managing a characters endurance should rise with the challenge of the game, not put people off powersets before they get a chance to really see them.

I'm pretty sure thats what he meant by reading the whole post not just the last line.


 

Posted

Thanks for the help/response.

I was having brain flatulence when I was slotting my attack powers. I put in recharges instead of endurance reductions in my claw powers because the Claw powers seemed to have a longer recharge than the Claw powers you get in the Claws powerset for brutes.

Anyways, I fixed it and it's working ALOT better anyways. I am not getting the endurance recovery my Claws/Willpower Brute gets or having the same endo stealing tricks my Elec/Elec Brute gets, but thats fine. I still get what I wanted. So it's good.

I forgot I was going to use all 6 luck of the Gambler enhancements in my mask presence power and was going to use red fortune set in my link minds power. Not to mention the obliteration set in my spin power. Combine those with mental training, I should have more than enough recharge for the claw powers. Meaning I just simply use enurance reductions in my attacks and my other toggles.

Oh well, not a total waste. Somebody suggested that I should also consider add a performance shifter proc into stamina. Something about it occasionally giving me a small amount of endurance. I may do that, too.

If they did nerf the recovery or you want it to give more. Please start a seperate petition and not start one here. Have a good night.


 

Posted

Quote:
Originally Posted by Deathbeforedisco View Post
Anyways, I fixed it and it's working ALOT better anyways.
Glad you got it sorted.

Quote:
I forgot I was going to use all 6 luck of the Gambler enhancements in my mask presence power
Dear sweet jebus why? The Def provided by Mask Presence is miniscule. If you're going to six slot something, six slot something that provides a decent amount of Def, like maybe Foresight.

Quote:
and was going to use red fortune set in my link minds power.
Ouch. You want recharge here. Three membrane, or franken slot Def/Recharge IOs. Add one LotG +Recharge. In fact you should have more than enough Def powers to slot LotG +Recharge in for buckets of recharge.

With mental training, you should have no trouble getting Mind Link perma. Maybe take this up on the SoA forum but 5 LotG, Training and Hasten will get you most of the way there.

WST is the respec trial. Just sayin', might be a good time to grab one.


 

Posted

Quote:
Originally Posted by Wing_Leader View Post
The advice that I was accustomed to hearing even in the early days of CoH was to put an End Reduc in every toggle and major attack, and to slot up Stamina. This goes a long way towards makng any toon more endurance efficient. But it will never totally overcome situational dangers like Sappers, Juicers, and Carnies.

I don't think the inability to completely conquer one's endurance woes is a design flaw in the game. A lot of people don't realize that we are not meant to be running all our defensive toggles at the same time all the time. We are meant to be turning them on and off situationally. Why else do you suppose they take recharge rate enhancements? Trust me, it's not because they can be knocked off by mez attacks (a rare event for any melee toon) or because of End crashes or basic End depletion. But we treat every toggle like an Auto and then call the game design flawed because toggles aren't autos? Well, I'm not prepared to jump on that particular bandwagon.
I wonder which defensive toggles you would choose to ever forgo on a /SR, /FA, /WP, /Nin, or /EA?

In /SR all you have to fall back on is Def, by turning off any of your toggles your losing your def debuff resistance and def debuff is plentiful across a multitude of factions.

In /FA turing off either toggle means dropping part of your mez protection.

In /WP you can if fighting foes with only smashing and lethal damage forgo Heightened Senses and when facing foes with only pure elemental damage turn off Mind Over Body. The situation in which you face only pure damage of one type or another outside of AE is very seldom. Your other two toggles, RttC and Indomitable Will should never be turned off in combat period.

/NIN is much the same as /SR if you turn off either of your toggles your choosing to give up 1/3 or 2/3 of your defense to save a small bit of EPS.


/EA goes down that same road as /SR and /Nin with DDR and your main toggles. You could try not running your mez shield but that isn't normally a good idea. You could forgo the stealth/def toggle and if your soft capped without it that might not be a bad idea but the stealth toggle is the only one in the set that you wouldn't want to run full time period.

For certain at times for a mission or two in the game you may run into a faction that makes one toggle or the other unneeded. For the vast majority of the game your going to run into a wide mix of damage in every spawn.

You tend to see this wide spread of damage types often enough that making a choice to attempt to save end by toggle management hurts you more than it could possibly help.






In /FA by dropping either of your


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Posted

Quote:
Originally Posted by HexDuke View Post
People are taking this quote out of context.
Endurance is not a bad game design.
The fact that endurance management is punishing to new players, but generally becomes irrelevent by level 25 is.
As someone which this game is the first MMO I played seriously, I never considered endurance as punishing at any time. Then again I previously played mages in various single player RPGs where Mana management is a given I'm quite use to the idea that attacks take power and power recharges relatively slow compared to what an attack uses. For me recharge time for a power was the new concept.

In those previous RPGs, drinking blue potions were the most straightforward way to keep pressing forward than waiting to recover naturally. Same here with blue inspirations.


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