Endurance suggestions

Started 3 Feb 2019
by Mesmer
in Suggestions
This post is tailored to Albion, and, more specifically, to joining pick-up groups as a tank. Typically, I play the game in a set group with a paladin. This is fine, no complaints with the resource management required and resultant gameplay under these conditions.

However, in PUGs, I've had a different set of experiences:

Endurance management (e.g. canceling sprint while my target is caught, using endurance heal potions on cooldown, using the fastest shield possible) alone isn't enough, eventually I reach a point where I'm out of endurance and unable to play effectively unless I disable sprint and forgo melee styles for a significant amount of time. This will likely be exacerbated with time, paladins are not regarded as a necessary RVR class ( groups need spec. buffs, groups need speed 5 and CC, and casters being exempt from endurance as a resource — potion endurance alone is sufficient) and some tank players in Albion getting frustrated and re-rolling to a caster.

This worked okay in the past, but a couple things happened: I 'upgraded' to the significantly more expensive instant endurance heal potions (that feel weaker than their strong counterparts) and I've gotten closer to cap speed by training ranks of Mastery of Arms.

My problem is this — doing more in the name of endurance conservation is fine, thinking about whether I need to be sprinting or not, keeping tabs on my current endurance and using a heal potion if necessary, great. Sitting around doing nothing, not using class abilities because they're too end intensive, or futilely chasing players while not sprinting — not so exciting. Also, what I'd classify as 'light' endurance usage results in endurance slowly being depleted. If I'm sprinting and using flank on an occasional target, I'll never regain endurance while on potion timer.

My suggestions are the following:

Buff the instant endurance heal potions. 40 endurance is not enough to sustain the current usage rate in paladin-less groups, we shouldn't be using 2x the materials for a potion that isn't definitively superior to the strong potions. My suggestion — bring the instant endurance potions in line with the power potions on Phoenix, change the instant endurance delve to 80. Power potions are currently structured like this, the instant potions are higher delve and lack the cast-time of the strong powers.

Buff the second wind RA. Look at the current values, it's unthinkably bad. I suggest something closer to MCL, 3pts for a 2-3 minute full endurance heal, remove the ranks.

Scale style endurance usage with MoA ranks, I'm currently considering respeccing out of it to alleviate my endurance issues in PUGs.
Sun 3 Feb 2019 7:29 AM by inoeth
Cool suggestion that would make paladins even more obsolete....

I really would love to see more paladins, maybe make the endu song a grp buff or give single endu like shamans or increase range of endu song
Sun 3 Feb 2019 5:08 PM by Mesmer
The idea isn't to make paladins obsolete, it's to address the fact that there aren't many paladins and that pick-up groups exist. I'd still prefer to group with a paladin than without (as a tank), and I believe that to be the intent of the endurance regeneration potion changes. In fact, the strongest feature of the paladin (imo) isn't even the endurance chant. I'd like to see buffs in that direction for the class, but that's for another suggestion post.

With a paladin in group, endurance isn't an issue. I barely have to manage it, life is good. However, there should be a middle ground between 'never worrying about endurance ever' and 'doing everything humanly possible besides buying overcosted junk realm abilities and still running into problems.'
Mon 4 Feb 2019 11:19 AM by Sepplord
There is some contradiction in your thinking though...there aren't many paladins because they are not taken in grps often. Not the other way around.
As you said, you manage decently without one...and now you want to remove the small inconveniences/downsides of having no paladin

That will result in noone taking paladins at all.



If a group has no clerics, should they manage to get healed somehow without them?



The only changes (imo) that could be done, would be to remove tireless and make LW only work out of combat for casters (maybe support too) to balance melees chasing and styling with the same ressource while casters/support can use all their endurance for kiting (but that is also a huge balance change that needs to be carefully considered and might skew balance, so probably not a good idea)
Mon 4 Feb 2019 9:10 PM by Mesmer
You're missing the point.

Complete aside --- Paladins are strong here. if they aren't invited to groups, it's because the players want to run a caster group, have a paladin already, or are fools. Caster groups in Albion (the most common PUG I've run into) traditionally run a single tank, if the group picks up a mercenary or armsman first, they're no longer looking for a paladin, they've got their source of slam and melee peels. DAoC has always attracted min-maxing, and it's always been over-represented at the 'players who are reasonable at the game but not-quite-good' level. Players decide that because something is successful it is good and get locked into a mindset of that specific strategy being their only route to victory. Someone else tries something new and has success, some portion of the community pulls a 180 and are now on-board. Do you think that many people would invite a necromancer to an RVR PUG during 1.89-era DAoC if I hadn't had success on mine? Look into the AF chant and resist chants, they are powerful. Those alone (with the buffs persistence changes) make paladins worthy of inclusion in groups.

The point is: despite their actual power level, if players perceive paladins as unnecessary, or weak, they aren't going to invite one. This is a uniquely Alb. problem because tanks in Midgard or Hibernia are going to have a bard or shaman in any reasonable PUG group. I'm not asking to never have endurance issues ever sans-paladin, I'm asking to have minimal endurance issues if I avail myself of every available resource. (the idea behind this change was ostensibly to make endurance meaningful)

My ideal scenario as an Alb. tank is: [while grouped with a paladin] no endurance issues, under very intense endurance usage (e.g. savage being engaged and quadding my guard target, having to slam 3-4 players) having to use an endurance heal potion. [while in paladin-less PUG] use endurance heals on cooldown, manage sprint, use charge, possibly use second wind in the case of a buff to it. If those conditions are met (which are unneeded in a group with a paladin), then have no endurance issues. This seems like a fair compromise to me.


If a group has no clerics, should they manage to get healed somehow without them?


Obviously not, neither did Mythic. Mythic did, however, include endurance 4 regeneration potions in DAoC at this patch-level, which were removed from Phoenix.
Mon 4 Feb 2019 9:29 PM by numbos
I have to say that Mesmer has written a very well thought out post that I happen to agree on with every point. I have played a tank in daoc since the release of the game. My hero was RR11 before toa even came out on Bors server. I have played many tanks throughout Phoenix, but my main has been an Elf BM on Alpha, Beta, and currently the live phoenix server. Without moarms/aug quick I would run out of endurance very quickly if I didnt micro manage my endurance with a bard in a group. My endo heals are constantly on cooldown ( WITH RED ENDO ). Now with moarms5 and aug quick 3 I literally run out of endurance within seconds swinging at cap speed. I feel horrible for alb tanks that are running pick up groups without a paladin, or the tanks that run in a caster group with a solo tank.

His ideas are not unreasonable and would have zero impact on the player base and paladins as a whole. If you think the only purpose of a paladin is an endurance chant you should revisit the class and what else it can bring to a group.


RR6 BM Phoenix
RR10 BM Phoenix beta
Mon 4 Feb 2019 9:55 PM by Isavyr
numbos wrote:
Mon 4 Feb 2019 9:29 PM
His ideas are not unreasonable and would have zero impact on the player base and paladins as a whole. If you think the only purpose of a paladin is an endurance chant you should revisit the class and what else it can bring to a group.

This affects more than just paladins. This makes tanks more self-sufficient, and supporting endo less necessary. I don't see how this is good. DAoC has, and always will be, about teamwork, and cutting out the necessity of that teamwork in favor of self-sufficiency doesn't seem to improve RvR dynamics.

With regards to just Paladins, they now can use 2h quite capably, and get Doubler the back-snare. They are capable snarers, blockbots, and endo-providers, with reasonable DPS to boot. Is this still insufficient?
Mon 4 Feb 2019 10:41 PM by Quik
Isavyr wrote:
Mon 4 Feb 2019 9:55 PM
numbos wrote:
Mon 4 Feb 2019 9:29 PM
His ideas are not unreasonable and would have zero impact on the player base and paladins as a whole. If you think the only purpose of a paladin is an endurance chant you should revisit the class and what else it can bring to a group.

This affects more than just paladins. This makes tanks more self-sufficient, and supporting endo less necessary. I don't see how this is good. DAoC has, and always will be, about teamwork, and cutting out the necessity of that teamwork in favor of self-sufficiency doesn't seem to improve RvR dynamics.

With regards to just Paladins, they now can use 2h quite capably, and get Doubler the back-snare. They are capable snarers, blockbots, and endo-providers, with reasonable DPS to boot. Is this still insufficient?

This is why I hate buff pots...whether it is endo pot or pom pot or stat pot...

With every pot they add...they reduce the need for a few classes.

I understand smallmans want to play as do solo, but every time you help them you hurt the group game it seems, plus every time you give them something, they scream for more...
Mon 4 Feb 2019 10:48 PM by Dve
Endurance management can be very tough at times. I'm saying this as a hero player, whose bard sometimes plays endurance in fights, but not permanently. There are times when I cannot use styles. Personally I would embrace the reintroduction of the invig4 draughts. You wouldn't be able to spam slams during sprint with invig4 either, but you could at least slightly regen endurance when sprinting alone. Most definitely, you will still toggle sprint with it - so don't worry about making it "too easy". C'mon, it's 1% endurance per tick during sprint.

Some people cried a lot about the invig4 on albion because they were afraid it could hurt the Paladins in RvR . I strongly disagree. It would not make paladins "obsolete". With the stuff they get on this server, they are strong enough through the rest of their abilities. In all honestly - if I were on Albion, chances are high that I'd be a Paladin instead of an Armsman! On this server it is a really viable choice: Do you want a Paladin with resist chants, AF chant & VR, or do you want an Arms DD & SB. Both have benefits and drawbacks, which is great so both can fill the role. One is just better against Castergrps, while the other is better against Meleegrps. The endurance isn't and shouldn't be part of this question.
Mon 4 Feb 2019 10:53 PM by Quik
I for one am glad Uthred said they would not be introducing any pots other then what is already in the game and they would never make the timers longer then 10 minutes.

I played Thid and Cale with different toons and did so without extensive use of pots, and I rarely had more then 2-3 people to group with at any time. Sometimes I had buffs and sometimes I didn't. Either way I had fun and I was competitive, and I think I mainly lost to those people who temped themselves to sit in those BG's permanently.
Mon 4 Feb 2019 11:17 PM by theurgist12
Endu usage making tanks hitting unstyled is not fun for anyone, its not how the game was intended to be played as evidenced by end 4 pots being in the game before they were taken out with custom changes.

Please do something about endu usage especially on albion, paladins are not a required class like bards and skalds.

ty
Mon 4 Feb 2019 11:35 PM by Isavyr
theurgist12 wrote:
Mon 4 Feb 2019 11:17 PM
Endu usage making tanks hitting unstyled is not fun for anyone, its not how the game was intended to be played as evidenced by end 4 pots being in the game before they were taken out with custom changes.

Please do something about endu usage especially on albion, paladins are not a required class like bards and skalds.

ty

Nothing Mythic did is evidence of anything. Their design philosophy has been marred by constant contradiction.

@Quik, I agree with you to an extent. I think you want teamwork, but you don't want to limit people's playstyles either. No buffs is death for every class. There should be a minimum, like the all-buff-potion, but more readily available, imo. It provides buffs, though they aren't great, and your team can potentially provide better.
Tue 5 Feb 2019 3:02 AM by Frieza
No, please dont remove pally viability in Alb. A lot of people like pallies, and by removing, youre taking out a portion of our population.
Tue 5 Feb 2019 3:12 AM by Quik
Isavyr wrote:
Mon 4 Feb 2019 11:35 PM
theurgist12 wrote:
Mon 4 Feb 2019 11:17 PM
Endu usage making tanks hitting unstyled is not fun for anyone, its not how the game was intended to be played as evidenced by end 4 pots being in the game before they were taken out with custom changes.

Please do something about endu usage especially on albion, paladins are not a required class like bards and skalds.

ty

Nothing Mythic did is evidence of anything. Their design philosophy has been marred by constant contradiction.

@Quik, I agree with you to an extent. I think you want teamwork, but you don't want to limit people's playstyles either. No buffs is death for every class. There should be a minimum, like the all-buff-potion, but more readily available, imo. It provides buffs, though they aren't great, and your team can potentially provide better.

This isn't exactly true...if no one has buffs then it is equal. If everyone has buffs it is also equal. Either take out all the buffs or get rid of pots and just max every stat and remove all buffing classes.

The problem is, smallmans want to be able to compete with a larger group. The larger group decides to have a few different buffing classes giving them an advantage and the small man wants that bonus without sacrificing a group slot for it.
Tue 5 Feb 2019 4:05 AM by Isavyr
Quik wrote:
Tue 5 Feb 2019 3:12 AM
This isn't exactly true...if no one has buffs then it is equal. If everyone has buffs it is also equal. Either take out all the buffs or get rid of pots and just max every stat and remove all buffing classes.

The problem is, smallmans want to be able to compete with a larger group. The larger group decides to have a few different buffing classes giving them an advantage and the small man wants that bonus without sacrificing a group slot for it.

It isn't sacrificing a group slot--those buffers are high-utility classes. They all would be worth including even without buffs. So logically it makes no sense for small groups not to be equally lethal, person for person. I think it's illogical to penalize the small groups for not having specific buff classes, because not only as they weaker because they have smaller number of players, but they are additionally penalized for not having a specific set of buffs. It's bad game design, imo.

No other game bothered to replicate DAOC's wonky buff system, and with good reason--its anti-competitive. It reduces the amount of possible line-ups, making a few classes overly necessary.

That being said, it's difficult to gauge how equal the game would be without buffs, as the game appears to be balanced with everyone having buffs.
Tue 5 Feb 2019 4:10 AM by Diplo
to be honest since the tirleess 1 and lw1 change in the beta it been a huge nerf on tanks in general. the end usage is insane and i think needs some balancing. you got some great points in scaling, but if the GM dont want to change anything at least change the timers of the strong draught of invig to 30 or something comparable.
Tue 5 Feb 2019 8:22 AM by Sepplord
theurgist12 wrote:
Mon 4 Feb 2019 11:17 PM
Endu usage making tanks hitting unstyled is not fun for anyone, its not how the game was intended to be played as evidenced by end 4 pots being in the game before they were taken out with custom changes.

Please do something about endu usage especially on albion, paladins are not a required class like bards and skalds.

ty

You aren't the only one having exactly the same reasoning, but every time i read it i wonder how you do not see the contradiction...
You claim that you need more endu, but paladin is not mandatory in grps...


In a similar vein there are people claiming paladins would be good additions to groups even without endu (wouldn't that make them a must have include WITH the endu they currently have?)


These discussions are ridicolous and going in circles, with nonsense arguments contradicting themselves and eachother. Make up your mind. Either Paladins suck and are not needed (hint, that's not the case) or they are good and needed and should be invited into lots groups.
Tue 5 Feb 2019 11:22 AM by Dve
Sepplord, you accuse several people of contradicting each other, but I believe you just misunderstand them.

Let me repeat 2 facts before going into detail.
Fact 1: This is not a pure Paladin vs Armsman group invititation issue. This affects all tanks, regardless on which realm you are (apart of savages who have low end styles)
Fact 2: On this server, paladins are not being invited merely for their endurance chant. Their defensive abilities, including AF and resist chant, are on par with Armsmen with realm abilities. In fact I have seen more paladins in competitive RvR groups than Armsmen. For competitive groups, their decision is based if they want more magical defense (resist chants) or physical defense (dashing defense RA) - not if they want endurance chant or not.

Now let me go into detail:
Sepplord wrote:
Mon 4 Feb 2019 11:19 AM
and now you want to remove the small inconveniences/downsides of having no paladin
That will result in noone taking paladins at all.
Please don't reduce Paladins as Armsmen with an enduchant. The downside of having no paladin is having no resist chants, AF chants and other realm abilities. You still won't have them if you run an armsman instead. Even if you completely removed the endurance chant from the paladin, it would NOT result in "noone taking a paladin".
Sepplord wrote:
Tue 5 Feb 2019 8:22 AM
You aren't the only one having exactly the same reasoning, but every time i read it i wonder how you do not see the contradiction...
You claim that you need more endu, but paladin is not mandatory in grps...
In a similar vein there are people claiming paladins would be good additions to groups even without endu (wouldn't that make them a must have include WITH the endu they currently have?)
They certainly seem to be almost mandatory - and that is exactly the problem. While Paladins are defensive powerhoses, Armsmen are aswell, but in slightly different fashion (Dashing Defense against physical attacks, instead of resist chants). Every group should be able to choose their own if they want more resistant against magic or against physical, but the Endurance issue makes it much harder for armsman. They are currently not on equal footing with the paladin because of this, but lower. If we improve the endurance situation, it would be more viable to let the same role be played by different classes of slightly different colors - which was the goal when we initially buffed the paladin, right? Yay, we got rid of the Armsman monopoly, but we shouldn't let it come to a Paladin monopoly instead. Let them both be viable. Peace out

P.S.: If the devs really don't want to touch any endurance or invigoration pot values, I suggestreducing the endurance cost for every style by 50%. Didn't we do a similar thing for manacosts on spellcasters here ? That'd be fair, no?
Tue 5 Feb 2019 1:46 PM by Sepplord
Dve wrote:
Tue 5 Feb 2019 11:22 AM
Sepplord, you accuse several people of contradicting each other, but I believe you just misunderstand them.

Let me repeat 2 facts before going into detail.
Fact 1: This is not a pure Paladin vs Armsman group invititation issue. This affects all tanks, regardless on which realm you are (apart of savages who have low end styles)
Fact 2: On this server, paladins are not being invited merely for their endurance chant. Their defensive abilities, including AF and resist chant, are on par with Armsmen with realm abilities. In fact I have seen more paladins in competitive RvR groups than Armsmen. For competitive groups, their decision is based if they want more magical defense (resist chants) or physical defense (dashing defense RA) - not if they want endurance chant or not.

Now let me go into detail:
Sepplord wrote:
Mon 4 Feb 2019 11:19 AM
and now you want to remove the small inconveniences/downsides of having no paladin
That will result in noone taking paladins at all.
Please don't reduce Paladins as Armsmen with an enduchant. The downside of having no paladin is having no resist chants, AF chants and other realm abilities. You still won't have them if you run an armsman instead. Even if you completely removed the endurance chant from the paladin, it would NOT result in "noone taking a paladin".
Sepplord wrote:
Tue 5 Feb 2019 8:22 AM
You aren't the only one having exactly the same reasoning, but every time i read it i wonder how you do not see the contradiction...
You claim that you need more endu, but paladin is not mandatory in grps...
In a similar vein there are people claiming paladins would be good additions to groups even without endu (wouldn't that make them a must have include WITH the endu they currently have?)
They certainly seem to be almost mandatory - and that is exactly the problem. While Paladins are defensive powerhoses, Armsmen are aswell, but in slightly different fashion (Dashing Defense against physical attacks, instead of resist chants). Every group should be able to choose their own if they want more resistant against magic or against physical, but the Endurance issue makes it much harder for armsman. They are currently not on equal footing with the paladin because of this, but lower. If we improve the endurance situation, it would be more viable to let the same role be played by different classes of slightly different colors - which was the goal when we initially buffed the paladin, right? Yay, we got rid of the Armsman monopoly, but we shouldn't let it come to a Paladin monopoly instead. Let them both be viable. Peace out

P.S.: If the devs really don't want to touch any endurance or invigoration pot values, I suggestreducing the endurance cost for every style by 50%. Didn't we do a similar thing for manacosts on spellcasters here ? That'd be fair, no?

Your post makes a lot of sense, and i agree with most of it. And i worded my comment a bit harsh. Maybe i am seeing a contradiction where there is noine, but so far i am not convinced. Paladins are strong here after the changes and offer a lot besides endurance. But the overwhelming sound from this topic is that paladins are not too wanted in groups. THAT's the contradiction i am talking about. People claim that paladins are not mandatory, and in the same comment complain about endurance issues without paladins and how there should be alternatives to make endu management without a paladin easier.

And when i said "and now you want to remove the small inconveniences/downsides of having no paladin
That will result in noone taking paladins at all." I wasn't agreeing that noone would take them, because i don't agree with the predicament of paladins being too weak despite having all the goodies AND endurance. But assuming those claims to be correct, THEN removing the need for paladin-endu would result in no paladins taken.





And as a sidenote, in my opinion if a class is balanced without such a powerful thing as groupwide endurance regen, then it is too strong WITH it.
Tue 5 Feb 2019 1:52 PM by Ashenspire
Paladins will become more and more attractive as realm ranks get higher and tank groups begin to outperform caster groups.
Tue 5 Feb 2019 2:19 PM by Jaegaer
Sepplord wrote:
Tue 5 Feb 2019 1:46 PM
...But the overwhelming sound from this topic is that paladins are not too wanted in groups...

A lot of people remember the DAoC as it was in their heydays and during this time Paladins were pretty weak when buffbots were readily available. A lot has changed since then but people still fancy their old opinions. So the community needs time and after some time the numbers will tell wether the armsman brings enough to the table or not.
Tue 5 Feb 2019 2:43 PM by Sepplord
Jaegaer wrote:
Tue 5 Feb 2019 2:19 PM
Sepplord wrote:
Tue 5 Feb 2019 1:46 PM
...But the overwhelming sound from this topic is that paladins are not too wanted in groups...

A lot of people remember the DAoC as it was in their heydays and during this time Paladins were pretty weak when buffbots were readily available. A lot has changed since then but people still fancy their old opinions. So the community needs time and after some time the numbers will tell wether the armsman brings enough to the table or not.

yes that is probably where this discrepancy/contradiction is coming from. It is so ingrained in peoples heads that paladins are only for endu that it messes with the perception of what happens. I would probably fall to the same problem if i was playing alb and not learning from the recieving end
Tue 5 Feb 2019 3:31 PM by darthenron
The problem is we need something to close the gap between us and range users, and yes the cost is our endurance we need to even do any style damage.

Why not add in a basic "charge" ability to pure tank classes that we could use instead of just sprint. Maybe even make it on a 2min recast timer and have the duration increase with your level.
Tue 5 Feb 2019 6:32 PM by chryso
darthenron wrote:
Tue 5 Feb 2019 3:31 PM
The problem is we need something to close the gap between us and range users, and yes the cost is our endurance we need to even do any style damage.

You are looking at this from purely one side. The range users don't want you able to close the gap. Do you think it is in the best interest of the game for you to always win against a ranged class?
Tue 5 Feb 2019 6:35 PM by Quik
darthenron wrote:
Tue 5 Feb 2019 3:31 PM
The problem is we need something to close the gap between us and range users, and yes the cost is our endurance we need to even do any style damage.

Why not add in a basic "charge" ability to pure tank classes that we could use instead of just sprint. Maybe even make it on a 2min recast timer and have the duration increase with your level.

Plz no...I am so tired of the "My class needs something another class has!"

Classes just need to work together to offset missing abilities...if you want to solo or duo with someone that doesn't help with speed, then accept you have no speed.

Hunters/Rangers have a 20 second speed boost on like a 15 or 20 minute timer so it doesn't make it OP...and you want a special speed boost given to melee classes that is usable ten times more often and lasts longer just because you have issues with range classes?
Tue 5 Feb 2019 6:42 PM by darthenron
chryso wrote:
Tue 5 Feb 2019 6:32 PM
darthenron wrote:
Tue 5 Feb 2019 3:31 PM
The problem is we need something to close the gap between us and range users, and yes the cost is our endurance we need to even do any style damage.

You are looking at this from purely one side. The range users don't want you able to close the gap. Do you think it is in the best interest of the game for you to always win against a ranged class?

Your right, I was thinking more in favor of my tank vs your caster.

I'm just frustrated that in the battles I have been in, its mostly been range vs range while I stand there mezzed only to be insta nuked last. I think once I have some more RA to counter some CC, I won't be as unhappy
Thu 7 Feb 2019 12:33 PM by Yint
I have hated the endurance changes in late beta since they were introduced. I love playing melee classes the most in this game and have played Hero to 5L6 now since launch, but it is really hard to enjoy it with endurance the way it is. Yes, tireless was a useless RA in classic and here it is custom to tick frequently so limiting it to 1 level balanced that. However, limiting long wind to level 1 and potion regen to level 3 as well on top of that has felt extremely punishing. DAOC has never been this endurance intensive on melee and it feels awkward to say the least.

IMO, Simply remove tireless RA altogether, and let players invest more RA points into longwind (up to all 5 levels), as well as putting end4 pots back into the game. That is how DAOC has been since RAs and alchemy were brought into the game.
Thu 7 Feb 2019 1:37 PM by chryso
I disagree. I think that endo management should be a part of the game. The current combination of endo 3 pots with LW and Tireless means you can either sprint endlessly or you can pretty much style endlessly but you can't do both. I play a melee class and I run out of endo so I can see why you don't like it. But it seems right that you need to plan your endo usage and play accordingly.
Thu 7 Feb 2019 1:53 PM by Sepplord
chryso wrote:
Thu 7 Feb 2019 1:37 PM
I disagree. I think that endo management should be a part of the game. The current combination of endo 3 pots with LW and Tireless means you can either sprint endlessly or you can pretty much style endlessly but you can't do both. I play a melee class and I run out of endo so I can see why you don't like it. But it seems right that you need to plan your endo usage and play accordingly.

i agree, but i feel like there should be a difference between endurance for melees and casters. I understand why they gave casters access to the same tireless and LW so everyone can acces permasprint, but i feel like melees should then get something additionally.
(Or make casters use endurance while casting, not as ressource needed to cast though)
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