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FU∂LBIT May 26, 2017 @ 4:23am
Stamina cost reduction or stamina regen?
Which stat should I prioritize and why?
Last edited by FU∂LBIT; May 26, 2017 @ 4:23am
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Showing 1-13 of 13 comments
Starwight/ttv (Banned) May 26, 2017 @ 5:10am 
I personally like stamina cost reduction, it's more proactive. If you run out of stamina, it seems to me that usually you will get punished right away or not at all. If you can prevent running out of stamina in the first place, you don't need to worry about the recovery time
Saint Landwalker May 26, 2017 @ 5:16am 
While I'd say that it depends on your hero and personal approach, generally speaking, I'd agree with alonesilverwolf—Stamina Cost Reduction. It allows you to sustain an offensive longer and potentially execute chains of moves that you wouldn't necessarily be able to otherwise.

Also, remember that Stamina Regeneration only applies if you aren't exhausted. If you're exhausted, then Exhaustion Recovery takes over. So stamina regen might be useful if you're excellent at stamina management, and know when to stop and recover before reaching exhaustion, but in general, I prefer to prioritize Stamina Cost Reduction, tank Stamina Regeneration, and just turtle for a bit when I need to recovery stamina.
Starwight/ttv (Banned) May 26, 2017 @ 5:22am 
Originally posted by Landwalker04:
While I'd say that it depends on your hero and personal approach, generally speaking, I'd agree with alonesilverwolf—Stamina Cost Reduction. It allows you to sustain an offensive longer and potentially execute chains of moves that you wouldn't necessarily be able to otherwise.

Also, remember that Stamina Regeneration only applies if you aren't exhausted. If you're exhausted, then Exhaustion Recovery takes over. So stamina regen might be useful if you're excellent at stamina management, and know when to stop and recover before reaching exhaustion, but in general, I prefer to prioritize Stamina Cost Reduction, tank Stamina Regeneration, and just turtle for a bit when I need to recovery stamina.

I do the exact same. I honestly never really had an issue with the natural stamina regen rate. But chars like Kensei eat a lot of stamina quickly, so I learned early on that cost reduction was my best friend. And I use it on my secondary characters. Its probably one of the better stats imo
Saint Landwalker May 26, 2017 @ 5:34am 
Originally posted by alonesilverwolf:
Originally posted by Landwalker04:
While I'd say that it depends on your hero and personal approach, generally speaking, I'd agree with alonesilverwolf—Stamina Cost Reduction. It allows you to sustain an offensive longer and potentially execute chains of moves that you wouldn't necessarily be able to otherwise.

Also, remember that Stamina Regeneration only applies if you aren't exhausted. If you're exhausted, then Exhaustion Recovery takes over. So stamina regen might be useful if you're excellent at stamina management, and know when to stop and recover before reaching exhaustion, but in general, I prefer to prioritize Stamina Cost Reduction, tank Stamina Regeneration, and just turtle for a bit when I need to recovery stamina.

I do the exact same. I honestly never really had an issue with the natural stamina regen rate. But chars like Kensei eat a lot of stamina quickly, so I learned early on that cost reduction was my best friend. And I use it on my secondary characters. Its probably one of the better stats imo
Definitely. It lets Lawbringer do chains (e.g. on an impaling riposte > wall splat) he couldn't otherwise do because his attacks eat up so much stamina. And Conqueror, if you're playing really "hard," will chew through stamina with his full block cancels. Reducing the stamina cost for these characters' moves is a big help, and I think anyone will also find it beneficial on other heroes as well—Kensei definitely makes sense, as would Zerker, Shinobi, Warden, etc.

One of the only heroes I might actually prioritize stamina recovery on would be Shugoki. Shugoki doesn't have a lot going for him in terms of chains and chain potential, so stamina cost reduction might not be as critical. On the other hand, his attacks eat up a ton of stamina (especially if you start feinting heavies), but his general inability to mount sustained offensive bursts does kind of mitigate the utility of Stamina Cost Reduction.
Pvt. Stash May 26, 2017 @ 5:39am 
Originally posted by Landwalker04:
Originally posted by alonesilverwolf:

I do the exact same. I honestly never really had an issue with the natural stamina regen rate. But chars like Kensei eat a lot of stamina quickly, so I learned early on that cost reduction was my best friend. And I use it on my secondary characters. Its probably one of the better stats imo
Definitely. It lets Lawbringer do chains (e.g. on an impaling riposte > wall splat) he couldn't otherwise do because his attacks eat up so much stamina. And Conqueror, if you're playing really "hard," will chew through stamina with his full block cancels. Reducing the stamina cost for these characters' moves is a big help, and I think anyone will also find it beneficial on other heroes as well—Kensei definitely makes sense, as would Zerker, Shinobi, Warden, etc.

One of the only heroes I might actually prioritize stamina recovery on would be Shugoki. Shugoki doesn't have a lot going for him in terms of chains and chain potential, so stamina cost reduction might not be as critical. On the other hand, his attacks eat up a ton of stamina (especially if you start feinting heavies), but his general inability to mount sustained offensive bursts does kind of mitigate the utility of Stamina Cost Reduction.
Interesting. I'm curious about your opinion on attack percentage and how it affects your choice between reduction or regen.

I typically go with reduction on higher damage builds but regeneration on builds with lower attack. Perhaps it's not that cut and dry and probably changes per hero like you said with shugoki.

Your thoughts?
Last edited by Pvt. Stash; May 26, 2017 @ 5:39am
Saint Landwalker May 26, 2017 @ 5:48am 
Originally posted by Pvt. Stash:
Originally posted by Landwalker04:
Definitely. It lets Lawbringer do chains (e.g. on an impaling riposte > wall splat) he couldn't otherwise do because his attacks eat up so much stamina. And Conqueror, if you're playing really "hard," will chew through stamina with his full block cancels. Reducing the stamina cost for these characters' moves is a big help, and I think anyone will also find it beneficial on other heroes as well—Kensei definitely makes sense, as would Zerker, Shinobi, Warden, etc.

One of the only heroes I might actually prioritize stamina recovery on would be Shugoki. Shugoki doesn't have a lot going for him in terms of chains and chain potential, so stamina cost reduction might not be as critical. On the other hand, his attacks eat up a ton of stamina (especially if you start feinting heavies), but his general inability to mount sustained offensive bursts does kind of mitigate the utility of Stamina Cost Reduction.
Interesting. I'm curious about your opinion on attack percentage and how it affects your choice between reduction or regen.

I typically go with reduction on higher damage builds but regeneration on builds with lower attack. Perhaps it's not that cut and dry and probably changes per hero like you said with shugoki.

Your thoughts?
I think that's probably true. I think that cost reduction is going to be generally beneficial for any playstyle (whether player or hero) that's centered around sustained offensive bursts / unrelenting pressure, while stamina recovery seems like it lends itself to styles based on short spurts of engagement followed by separation. That's why Shugoki is such a natural "Stamina Recovery" hero, since creating separation is a core part of his kit (with the headbutts) and he doesn't have the tools for really sustained offensive pressure.

It may not be as cut and dry for other heroes and boils down to how someone wants to play them. If you're a PK, do you want to get into, slap them with a couple of lights and a flicker-zone, and then back off? Then Stamina Recovery is probably for you. Do you want to get in and just go ham with lights, heavy-feint mix-ups, etc., until your opponent cries for mercy? Stamina Cost Reduction is definitely where you want to go.

So I guess I would first look at what heroes are naturals for creating or maintaining separation: Shugoki, Nobushi, Shinobi. Maybe PK, depending on how you play her. I can't think of any other characters that really fit that mold, though, and even of those four, I think Nobushi, Shinobi, and PK could all go either way depending on the player's own style.
Pvt. Stash May 26, 2017 @ 6:12am 
Originally posted by Landwalker04:
Originally posted by Pvt. Stash:
Interesting. I'm curious about your opinion on attack percentage and how it affects your choice between reduction or regen.

I typically go with reduction on higher damage builds but regeneration on builds with lower attack. Perhaps it's not that cut and dry and probably changes per hero like you said with shugoki.

Your thoughts?
I think that's probably true. I think that cost reduction is going to be generally beneficial for any playstyle (whether player or hero) that's centered around sustained offensive bursts / unrelenting pressure, while stamina recovery seems like it lends itself to styles based on short spurts of engagement followed by separation. That's why Shugoki is such a natural "Stamina Recovery" hero, since creating separation is a core part of his kit (with the headbutts) and he doesn't have the tools for really sustained offensive pressure.

It may not be as cut and dry for other heroes and boils down to how someone wants to play them. If you're a PK, do you want to get into, slap them with a couple of lights and a flicker-zone, and then back off? Then Stamina Recovery is probably for you. Do you want to get in and just go ham with lights, heavy-feint mix-ups, etc., until your opponent cries for mercy? Stamina Cost Reduction is definitely where you want to go.

So I guess I would first look at what heroes are naturals for creating or maintaining separation: Shugoki, Nobushi, Shinobi. Maybe PK, depending on how you play her. I can't think of any other characters that really fit that mold, though, and even of those four, I think Nobushi, Shinobi, and PK could all go either way depending on the player's own style.
Great feedback. Much appreciated. Everything you've said reinforces that I'm not way off base. lol

I find myself playing more of a roamer style. Nobushi has high damage and stamina reduction to get in and drop the hammer hard. She uses revenge gain as a panic button and heal feats for long engagements.

Shinobi is a harasser with low damage / defense, but high stamina regen, execution health gain, and revenge gain. I stay mobile and look for allies in trouble and slide kick in or ranged GB a +1 and hold on until my ally can regain control. If I'm in trouble I punch revenge and sprint away.
Paradox (Banned) May 26, 2017 @ 6:53am 
Stamina cost reduction then stamina regen, for me.

Then, exhaustion recovery, and whatever.

Then, the feat that gives me stam on successful attacks.

I suck at stamina management.
KevinVE May 26, 2017 @ 6:56am 
Depends, if you know a good combo with your characters, stamina corst reduction. If you have like no combo go for stamina regen (my opinion!!)
Starwight/ttv (Banned) May 26, 2017 @ 3:38pm 
Originally posted by Landwalker04:
Originally posted by Pvt. Stash:
Interesting. I'm curious about your opinion on attack percentage and how it affects your choice between reduction or regen.

I typically go with reduction on higher damage builds but regeneration on builds with lower attack. Perhaps it's not that cut and dry and probably changes per hero like you said with shugoki.

Your thoughts?
I think that's probably true. I think that cost reduction is going to be generally beneficial for any playstyle (whether player or hero) that's centered around sustained offensive bursts / unrelenting pressure, while stamina recovery seems like it lends itself to styles based on short spurts of engagement followed by separation. That's why Shugoki is such a natural "Stamina Recovery" hero, since creating separation is a core part of his kit (with the headbutts) and he doesn't have the tools for really sustained offensive pressure.

It may not be as cut and dry for other heroes and boils down to how someone wants to play them. If you're a PK, do you want to get into, slap them with a couple of lights and a flicker-zone, and then back off? Then Stamina Recovery is probably for you. Do you want to get in and just go ham with lights, heavy-feint mix-ups, etc., until your opponent cries for mercy? Stamina Cost Reduction is definitely where you want to go.

So I guess I would first look at what heroes are naturals for creating or maintaining separation: Shugoki, Nobushi, Shinobi. Maybe PK, depending on how you play her. I can't think of any other characters that really fit that mold, though, and even of those four, I think Nobushi, Shinobi, and PK could all go either way depending on the player's own style.

The way I play PK, I move in, do a flurry of attacks, stay close and mix up lights and heavies, then dash back, try to keep him guessing. I like to throw out a lot of feits too, so for my PK, I like stamina reduction
Pvt. Stash May 26, 2017 @ 5:54pm 
Originally posted by alonesilverwolf:
Originally posted by Landwalker04:
I think that's probably true. I think that cost reduction is going to be generally beneficial for any playstyle (whether player or hero) that's centered around sustained offensive bursts / unrelenting pressure, while stamina recovery seems like it lends itself to styles based on short spurts of engagement followed by separation. That's why Shugoki is such a natural "Stamina Recovery" hero, since creating separation is a core part of his kit (with the headbutts) and he doesn't have the tools for really sustained offensive pressure.

It may not be as cut and dry for other heroes and boils down to how someone wants to play them. If you're a PK, do you want to get into, slap them with a couple of lights and a flicker-zone, and then back off? Then Stamina Recovery is probably for you. Do you want to get in and just go ham with lights, heavy-feint mix-ups, etc., until your opponent cries for mercy? Stamina Cost Reduction is definitely where you want to go.

So I guess I would first look at what heroes are naturals for creating or maintaining separation: Shugoki, Nobushi, Shinobi. Maybe PK, depending on how you play her. I can't think of any other characters that really fit that mold, though, and even of those four, I think Nobushi, Shinobi, and PK could all go either way depending on the player's own style.

The way I play PK, I move in, do a flurry of attacks, stay close and mix up lights and heavies, then dash back, try to keep him guessing. I like to throw out a lot of feits too, so for my PK, I like stamina reduction
I'll have to put together some reduction builds and give it a try. Thanks for the insight guys!
UbiJurassic  [developer] May 26, 2017 @ 6:15pm 
As a PK player, I tend to build into Stamina Regen. It will depends on how you tend to fight, so in my case, stamina regen fits my personal playstyle better.
Dexen Xeptar May 26, 2017 @ 7:45pm 
How about a Shugoki? Having stamina cost reduction could help throw another unblockable heavy or action, but since Shugoki relies on baits and reading opponents, he could very well be for stamina regen which could be useful if he pauses to gather composure after hitting an enemy away.

I tend to turtle and bait one minute and get very aggressive swinging the next minute so I guess it can go either way for me.
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Date Posted: May 26, 2017 @ 4:23am
Posts: 13