Adding a ton of stamina regen would just make things worse, since your character would never have to consider resting or using a stamina potion.
I agree, but my argument is simply that when you start a new game you kinda have more stamina regen than when you start to progress. Changing regen from +1 to +1% would keep the regen the same when the pool gets larger and more stamina is being used with tougher enemies.
It almost feels like the Dev is changing things to try and slow down progression to the end game gear as much as possible. The harvesting nerfs. The stamina nerfs. The boosted combat strength of all enemies.
Don't forget the stamina consumables. Their values have been halved. Also, you no longer regen HP when in combat. It will only restart when you move away far enough from the enemy.
With the current changes to enemy levels, even steel armor feels like cheap crap. It just forced me even further into avoiding everything I could and focus on chasing down the end game gear.
Totally agree. I got steel armor fairly quickly, but so many enemies were still such high levels their lucky shots nearly killed me. One of the first enemies I seen with the new build was a level 60 wasp. I remember how they used to hit before 8.5.9 so I said fuck that.
On a different note, I checked out the two new dungeons and they are pretty cool. The keys for each are not easy to see, but at least they are in the most appropriate location and not at the end of a tunnel buried under rubble, which is what I was fearing to be true.
The saving/loading system is fucking awesome now as well. I haven't turned on autosaves yet, but I think I'm going to because its not 10 second freeze anymore. Its nearly instant.
The weather is very cool and even seems an improvement over the demo (at least for the rain). The snow is even better with a real feel of being outside in the snow with the sounds and everything. And when the snow melts or after the rain stops there are water puddles everywhere and running thru them actually sounds like I'm running thru a water puddle.
I think the main issue with enemies right now is that they can spawn too high of a level for the player even when decently geared up. A person shouldn't be running into a level 60 wasp within 5 minutes on a new character. But since these things don't ever change it is likely that teh dev doesn't have a way to alter their level based on player level. It sure would be nice to be able to see some stats without having to engage in combat first. I mean I can dodge and run away if it looks too high, but when I can get one shotted that is an incredible risk each time.
But yea, this stamina is balls. Especially now with the Hot debuff and Scorching debuff so commonly placed on the player now. But like you said, I keep stamina potions on me at all times now and I do like having the need to make them and use them.
Parrying is still broken and now so is Birth skill. So I find no reason to turn on pregnancy after Isabel's quests. This was a little disappointing.
Its also a struggle to raise Deviancy with this new system. I like the idea of a mini game to struggle with, but I think this struggle is too much and likely not intended. Just like everything else that gets implemented it probably just doesn't work correctly right now.
I can't get the Archdemon to take the bait and fuck me, but that may be because I'm only level 21. The grit system was replaced, but I think there is still some reference to grit so I'm assuming that level disparity still plays a role. Grit used to max at level 27 so if I cannot engage with the Archdemon by then I'll assume its either not impleneted yet or its broken. Haven't seen anyone in discord specifically complain about that so who knows.
Also also, did you know your character can perform a super gliding jump? I call it the flying squirrel for obvious reasons. I discovered this in 8.5.9, but only fairly recently because it kept happening and I finally figured out what was causing it. While sprinting forward (holding shift) if you jump or double jump then release the shift button immediately
after you release the jump button your character glides for a while like gravity was reduced significantly. The key is releasing the shift button. This means you can also do this without sprinting, but just running and after you jump you have to tap the shift button, not hold it as it is the release of the shift button that activates the glide. Good for shorter glides I guess like maybe around your base where you may not have room accommodate that distance. I've been using this a lot and its quite fun. However, since it carries you farther it also makes it harder to judge elevation of your landing and I died once from being too careless. Still... its kinda fun.