Seriously, how can you say you want offensive gameplay when you are forced to wait for half the match for your stamina to come back. Surely it doesn't take that long to change a few numbers around?
Now for one, stamina management is a part of the game and not meant to be neglectably easy.
But then again, heroes like the Jormungandr easily go OOS while bringing their victim there. Stamina cost vs. stamina damage is not proportional yet, which shows on all heroes that play around stamina drain. Nerfing stam drain was a poor decision from Ubisoft's side, at least without in return reducing stamina cost on draining moves by a significant portion.
Heavy attacks should still cost a good amount of stamina when parried - to give incentive to even parry them instead of block-turtling.
The stamina cost in this game is problematic. If that was addressed then the stamina damage wouldn't seem so bad as you would be able to attack more but still get winded when you get hit. That would take the game in a more interesting direction. Stamina management currently encourages passive play; yes, we do manage our stamina but it is frustrating.Originally Posted by Gunthaarr Go to original post
The multipliers for parries are overtuned and outdated. They encourage passive play on both sides more than anything. Outside stamina, the incentives you have for parrying are the punishes, the openings the punishes give, avoiding chip damage from blocking, dealing with1vX scenarios, building revenge and, flooring opponents with revenge.