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General => Ideas & Suggestions => Topic started by: Torch on July 30, 2009, 12:42:15 AM

Title: Double Stamina Costs
Post by: Torch on July 30, 2009, 12:42:15 AM
To balance int with the rest of the stats, I suggest doubling the stamina costs for all weapons and attacks. This would require players to invest more than 6 points into int. Obviously, a stat reset would be necessary.

EDIT: I rethought my idea and I instead suggest that large weapons such as the great sword, inferno sword, sand sword, and stone hammer be significantly improved damage-wise and also much more stamina-consuming, to allow but not require high-int builds.
Title: Re: Double Stamina Costs
Post by: scsox on July 30, 2009, 12:52:41 AM
i 2nd this
Title: Re: Double Stamina Costs
Post by: Looperpuck on July 30, 2009, 01:10:21 AM
Could you break it down, don'r really understand what you mean by double stamina costs.
Title: Re: Double Stamina Costs
Post by: Lucifer on July 30, 2009, 01:35:49 AM
Quote from: Looperpuck on July 30, 2009, 01:10:21 AM
Could you break it down, don'r really understand what you mean by double stamina costs.
He means exactly how he worded it. All the weapons would have the stamina cost to swing them doubled. For example, the Spire Dagger takes 14 stamina to swing, after implementing this idea it would take 28 stamina to swing. Might be surprising, but I don't like this idea. It forces people to get a large amount of intelligence, and forcing people to get stats ruins the entire point of customization. However INT Does need a little more balancing, whether it be the implimentation of skills, higher stamina usage weapons, etc, I don't really care, but at the moment it's a bit forgotten on most accounts.
Title: Re: Double Stamina Costs
Post by: Looperpuck on July 30, 2009, 01:59:52 AM
Ahhh, yeah. I understand now. I don't really like that idea.

~Looperpuck
Title: Re: Double Stamina Costs
Post by: yottabyte on July 30, 2009, 06:54:03 AM
There must be a better way
Title: Re: Double Stamina Costs
Post by: EpicPhailure on July 30, 2009, 11:41:53 AM
Less amounts? Like 1.5 or something.
Title: Re: Double Stamina Costs
Post by: Aqua on July 30, 2009, 01:20:18 PM
How about better weapons which need intelegence- such as Legendary Sand Sword, or Spire Dagger. It'd be cool to have more such weapons in the future.
~Aqua
Title: Re: Double Stamina Costs
Post by: ArtGames on July 30, 2009, 01:25:23 PM
implement skills or what for so3. i like how int is now.
Title: Re: Double Stamina Costs
Post by: 11clock on July 30, 2009, 01:25:49 PM
I don't like that idea. 58 stamina for a single GS swing? :o
Title: Re: Double Stamina Costs
Post by: Mr Pwnage on July 30, 2009, 01:29:15 PM
Well, I have 2 problems with your idea...
1) Doubling stamina costs?! I hope your also improving the bonus INT gives...
2) Your suggesting a stat reset after it...if people are getting a stat reset, why the hell did I make HotChocolate to try out a new build? That is A LOT of time wasted for nothing.
Title: Re: Double Stamina Costs
Post by: Mystery on July 30, 2009, 01:49:36 PM
I sort of agree, but doubling it would be too massive an adjustment. The stamina cost could be slightly upped(say, 1.5 like Epic said)so people would have an easier time than if it was doubled, yet some INT would still be really important. And a slight increase to what INT gives would help calm the high-levels who barely have any.
Title: Re: Double Stamina Costs
Post by: Torch on July 30, 2009, 04:18:03 PM
You're right, Lucifer. I instead suggest that large weapons such as the great sword, inferno sword, sand sword, and stone hammer be significantly improved damage-wise and also much more stamina-consuming, to allow but not require high-int builds.

It's unlikely that skills will be implimented into SO2. I think it's much more realistic to suggest tweaks in variables that require very little effort to change than to suggest the addition of things that will require time and effort.

Alot of the mod weapons are very stamina-consuming. Because of the mods perks, it's not as big a problem as is we had them, but they are a good example of what I'd like to see implimented into the game. People with weapons like that would definetely want to invest more points into int.
Title: Re: Double Stamina Costs
Post by: Lingus on July 30, 2009, 06:10:27 PM
SO2 shouldn't get any balancing tweaks this drastic. The weapons are all balanced pretty well. Doing this would ruin that.

Skills, implemented in SO3, will take care of making Int usefull. In SO2 Int is already pretty usefull, but people just don't recognize it. In a pvp build it's not extremely necessary to have very high int since the fight ussually ends before you stam out, but in pvm it is extremely usefull to have more int than most people have. It reduces downtime as you can fight longer before stamming out.
Title: Re: Double Stamina Costs
Post by: Titan on July 30, 2009, 09:28:07 PM
An idea that i had that I think would work to help balnce int is that every 3 stat points in int it would take 1 less stam per weapon up to a max of 10 off.
Title: Re: Double Stamina Costs
Post by: Torch on July 30, 2009, 09:49:17 PM
The problem isn't INT's usefulness for stamina, it's stamina's usefulness. With 6 INT, you have pretty much enough stamina to last an entire pvp match. Making INT better would only decrease the amount of points people put into it.
Title: Re: Double Stamina Costs
Post by: Lingus on July 31, 2009, 05:47:47 PM
You're only thinking in terms of pvp though. If you look at it in terms of pvm stamina is pretty well balanced. If you increased the stamina usage of some weapons you would have a lot more down time while fighting monsters. There's enough downtime for stamina as it is.
Title: Re: Double Stamina Costs
Post by: Torch on July 31, 2009, 09:07:10 PM
Quote from: Lingus on July 31, 2009, 05:47:47 PM
You're only thinking in terms of pvp though. If you look at it in terms of pvm stamina is pretty well balanced. If you increased the stamina usage of some weapons you would have a lot more down time while fighting monsters. There's enough downtime for stamina as it is.
Pvm is easy enough that it doesn't really matter what your stats are. People have leveled to 100 with 1 int.

Anyway, the point of this idea is to balance int for pvp, which does need to be done regardless of its usefulness in pvm.
Title: Re: Double Stamina Costs
Post by: Lingus on August 01, 2009, 03:53:48 PM
Which will be done with skills.

If you're thinking about SO2, you shouldn't really be suggesting this then. Updates for SO2 shouldn't be expected. Especially something as major as attempting to rebalance weapons and stats. Something like this won't be as simple as doubling a few of the weapon's stam usage and increasing their base damage. Then you have to look at how that affected other stats and weapons... Balancing is an endless task and once you start messing with things it opens up other problems.
Title: Re: Double Stamina Costs
Post by: HaZZe on August 03, 2009, 07:46:23 AM
I'm  dont like this idea :(