Stamina (not fatigue) is pointless given this particular combat system

  • Okay, well, what do you suggest they use to control dodge spam instead of stamina? Or are you saying you want every action to cost stamina?


    You're saying it doesn't belong but I don't see your alternative.

  • There are lots of alternatives that i see and you can certainly go that route. But id rather see what others think first


    Actually lemme ask you, if dodge costed energy would you still be willing to spam it and then have no energy afterwards to use any skills?

  • I play a diff game Dragon Nest, they have a CD on the dodge but most classes also had a few skills with iframes built in. For example the acrobat class is a squishy melee dps but if played correctly is invincible most of the time and can escape easily because they have more animation cancels and chain iframes together, while a slow class like a barbarian has SA buffs and damage reduction to facetank hits but fewer iframes. It's basically like a 3d Smash Bros, even has aerial recoveries. Technically running out of mana would make you not able to dodge until they changed to not cost mana.


    But idk in Soulworker the boss animations are more awkward and harder to read than in Dragon Nest. You're expected to dash out of stuff with barely any time to react and even then a lot of stuff hits you anyway. Since the skills with iframes have really long CDs, you don't have the option to combo without touching shift. And you can't really chain skills in the same way as DN, where pressing another skill hotkey before the animation finishes can cancel the lag of the prior skill (depends on design/class, not every skill can be canceled). In SW the full animation will still cast before the next skill fires, so the dodge is the only way to animation cancel.

    honestly most people find the stamina akasha cards a necessity to enjoy the combat is a bit sad, i do wish the recovery was higher or the cost reduced. It's definitely a lot easier to spam dodge with a stam card, but i guess it's also part of building your character and picking the right gear and investing in your passives. Also gives the "feeling of progression", from barely dodging novice to a capable fighter. i saw a KR player video and he spammed dodge not to survive, but to refine gameplay and chain skills faster

    Edited 2 times, last by ceruulean ().

  • Yeah, when you have them at level 3 hidden.... nobody other than heavy whales who've spent hundreds on akashas could reasonably afford even just one of those cards at this point in the game, even less 2 or more.

  • For an alternative system. Look at the division. It doesnt have stamina. It does have a dodge roll. It has a cool down on the roll.

    Just imagine it as a sprint bar for rolling, you get too low and you run out and can no longer sprint, its basically the same mechanic but they decided to add it to the dodge rolls instead.

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    Edited 5 times, last by MiahNil ().

  • I agree only in the case of Lily because she doesn't seem to have invulnerability frames on her basic dodge skill. I can spam it all day during all points of an attack and still get hit repeatedly. Basically, it's useless.

    Eninya, NA

  • Vindictus is one example. And to be honest having stamina is 100% needed in games like this. Your dodge is so good as it literally makes you invincible for a set amount of time. If you remove stamina then you can spam that and be invincible forever. You might as well be hacking cause that's the same as having God Mode. And where is the fun in that? You just want to be permanently invincible and face tank things til they die? There is literally no difficulty in anything if your invincible like that. I think the stamina system is completely needed and needs to stay.

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    ~True Battle Comes After Losing~ Server: NA / Class: Stella / Ign: Seikatsu

  • bro you just proved my point. Everything you do in vindictus costs stamina, rolling, attacking, etc...


    I'm not saying get rid of stamina completely, (ok maybe that's what my title implies but) I would like to see the current stamina system fleshed out more.


    Having a stamina bar that limits the amount of actions you can take given a span of time is-a-okay. Having a stamina bar dedicated to dodge rolls alone is not so much. It really is a poorly thought out copout to a major mechanic, as someone mentioned, that plays a big role in end game content. I'm going to assert (correct me if I'm wrong) that besides your dodge rolls, you basically have no option to avoid damage. Your skills give you hyper armor but ok you dont get interrupted but you still take the damage?


    why can't we have more iframes available from skills so if we time our skills and position at the right time we can time the iframe to when we're gonna get hit? It's much like the charge blade skillset in monster hunter where at specific moments in your combos, if your get hit from the front while having your shield out in a specific position, you basically perform what's called a "guard point", nullifying most of the damage while dealing knockout damage(similar to armor break?) to the enemy. food for thought.