T2 Vitality Melee "Stamina Strike" (Steals Stamina)

toafloast

Member
T2 Vitality - 1250

+165 Bonus Health
+125 Bullet Shield Health
Passive
Your charged punches steal Max Stamina from the enemies. Each stack steals 1 Stamina.
You gain +10% Stamina Recovery while you have stacks on enemies.
Enemies regain their stolen Stamina when the de-buff expires.
15s Steal Duration
6s Cooldown

I think this would be better as a T2 than a T3 because it would be more impactful around the time you're buying T2's than T3's.
 
"It's more impactful around T2 times"?

Stamina stealing is rather huge mechanic. Even in T3 some characters have only 4 stamina bars, which would make them unable to do anything, with minimum counterplay (only warp stone invidually, or rescue beam/few other abilities by your teammate).

It's too big in my opinion.
 
charged melee's are usually bad the higher you go. it does create frustrating gameplay. generally people dont like to not be allowed to play the game, mana burn style gameplay hasn't been adopted by others, silences are very very rare now and often tied to ultimates or haveto be comboed (chaac ult, nox silence, pugna lost his mana drain aura, diffusal and am exist but games later keep this type of antigaming by surpressing your character abilities), silence is not easy to access, slowing hex does not stop item or completly cut stamina but does make it do less, and i dont know many who enjot getting flask hex rooted by warden as soon he can afford a t2 item. add things like abrams stun or people thta can heavy cancel ( for now i think this will be removed, though creates some cool movement sometimes).

So the result of this is mostly make lower skill lobbies, so most of the players, have a worst experience if someone were to bring this to the map. I personally don't see the upside of this to be in the game, specially this early. punch is already at its best early so if you get baited a parry you are now even more likely to just have to stop moving so you die faster to get back on the map sooner. I could see this in something like colosus aura where since it already slows and you have melee component on the item that as flavour you're so big your steps make the ground tremple and the enemy moves slower perhaps affect the stam recovery as well. heck give the stam reduction as well. late people have more options but so do you, or perhaps you dont since you have colossus so now you even the odds if you maanged to get a hit in.

do not forget haze removes stamina on sleep so you wake up to -2. gotta punish mcginis not by forcing fights out of her deployables but create rage inducing gameplay towards them.
 
Stamina stealing is rather huge mechanic
I think it can work without the stealing, just removing Max Stamina.

do not forget haze removes stamina on sleep so you wake up to -2. gotta punish mcginis not by forcing fights out of her deployables but create rage inducing gameplay towards them.
We can have it work such that it removes a Stamina bar at the "top of the stack", rather than from the "bottom of the stack", as this implies. This means if the third Stamina is depleted, after getting Haze slept, for example, you would lose the already depleted bar of stamina as opposed to losing one of your full bars of stamina. Effectively, you still only lose 1 stamina. In most situations this would therefor not effect you.
Example, Abrams fight, you have 1.2 Stamina, you get heavy punched, you get capped at 1, 2 or 3 Stamina, depending on character and if you got Improved Stamina. But you wouldn't lose the Stamina- you'd still be at 1.2 and rising.

Adjustments
No longer Steals , just Removes 1 Max Stamina.
15s Debuff Duration -> 10s Debuff Duration
6s Cooldown -> 8s Cooldown
+125 Bullet Shield Health -> +75 Bullet Shield Health
+165 Bonus Health -> +140 Bonus Health
 
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I think reducing enemy stamina is fine, several abilities do it already. Limiting it to melee to trigger it also seems like a good limitation. The idea they lose a stamina, then regain it after a few seconds rather than just lose it and have to recover it normally also doesn't seem very strong. That said, this ability is probably better at T3.

Losing a max stamina for a few seconds is meaningless. That makes the item do nothing. You will very rarely get into melee with someone without them first having used at least one dash or double jump at some point.
 
I do think the "stealing" went over my head i was thinking straight up removing a stam like alchemical flask or the dagger do.

I still think slowing hex is already on the edge of being a quite unfun thing to have to fight, i personally don't see much of the appeal.
 
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