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View Full Version : Game Mechanics: fatigue?


Bazia
10-02-2019, 08:01 AM
arent melees overpowered here because in classic when you missed an attack with a melee weapon it fatigued you resulting in a higher miss chance as your endurance dwindled (resulting eventually in no endurance in your yellow bar and you would miss all the time), kinda makes spell casters shittier than they should be in comparison because melees would get fatigued and useless if you pulled too fast and therefore classes like wizard actually had value as they were completely independent of endurance/fatigue mechanics

mechanics like this not being in play is why some classes are so freaking OP here (monks, warriors, rogues, etc) comparatively to what they were in actual classic, you also wouldnt have an annoying fungi twink clearing entire newb zones because he never needs a break.... not to mention the *currently* useless endurance healing spells and bard songs that were really important before

it also made 2 handers not as good because the fatigue induced was tied to the weight of the weapon swung

you shouldnt be able to swim very far without dying which is why boats were relevant in the first place

anyway FATIGUE thread :eek:

Sunderfury
10-04-2019, 10:12 AM
Resolving as devs are aware of how stamina system should work, but there are client limitations. Evidence showed it doesn't quite work as you described either, that was just how people thought it worked.