been playing for the last 24 hours and i can say 2 things about the game so far
1) people like to pick fast characters
2) people like to swing wildly and get kills in groups without a whole lot of skill
to solve these simple problems would be to make stamina more valuable and more challenging to work with AKA the Dark Souls combat pathway
combat swings need dedication to them not haphazardly swinging to break the mold, it should be about 4-5 swings and you get winded
~ swings should take a good chunk of stamina while in combat light attacks take less than heavy.
~ while in combat stamina should recover slower than normal to prevent people spamming the light attacks.
~ running should take the least stamina meaning run to fight another day would be more common causing most players to consider if giving chase would be worth it
~ guard breaks should take at least half of your stamina bar making them a risk vs reward ability
~ blocking attacks should take about as much as the type of swing should but a little less
all this can make combat slow down but more intricate as a whole because currently combat is so quick that its a little unforgiving to most starting player
I guess I agree with the stamina thing, but the characters I like (kensei and conquerer) already get winded really fast already. For me that risk vs reward is already there.
Also, I don't care if somebody is swinging wildly. Parry and attack. Now they have full stamina and they're dead. lol
As to kills in groups, I don't mind at all. The more they swing, the faster my revenge bar fills up, then I'm on infinite stamina and I can probably kill one when they all fall down.
Tbh I don't think stamina should be as punishing as in Dark Souls, because the quick combat is one of the amazing parts about this game. If we slow it down like in Dark Souls, it quickly becomes stale with 1v1 people exchanging blocks, not daring to guard break.
I do, however, agree with you that Stamina needs to be optimized. Sprinting should cost Stamina, not crazy amounts, but it should cost something. Guard breaks should probably take ~25% of a bar, meaning you can't use it more than twice during a combo. This should keep most people alive without being oneshot in some wild guard break-stacking combo. Blocking should also make you lose stamina, but not crazy amounts. I'd say the intent of this change would be to encourage people not to only spam block, but to also go on the offensive. If we make any first action after blocking a hit free, it would also encourage mixing it up between offense and defense, potentially giving you the ability to do bigger combos after blocking/deflecting an enemy attack.
But yeah, bigger stamina costs please.