Quote from NewbieNub;146869:
How about this, guys:
A skill that prevents Stamina loss, prevents you from getting KBd, gives you all passive shields, allow you to run 2x faster and shrug off attacks and even replenishes your health by 25 (TEMP HP) when you use it.
I will call that skill...
Adrenaline.
The day they introduce this is the day I see my mana recovering as fast as stamina or even faster.
You guys don't have skills that takes up 20% of your entire stamina pool just for a single attack, do you?
Define. Are you referring to Archers, Knights or Alchemists?
Melee and Range are inexpensive inside of combat. Final hit is the most stamina heavy, requiring around 90 stamina per use. Crash shot uses 15 MP/SP per shot. Arrow revolver costs 16 stamina per volley.
It almost seems as if DevCat feels the need to bump AP costs in an effort to put similar level characters in separate classes on the same level. Alchemy's ridiculous AP requirements being the prime example.
The problem is that melee and range just don't have the option to sacrifice resources for increased capabilities.
As far as animations are concerned, DevCat has a single future melee active skill carrying a new animation in addition to new poses obtained by wielding the dragon tooth and glory sword. Archers gain one new active skill carrying a unique animation.
New magic animations,
1. Trinity staff: male+female pose
2. Trinity staff: Unique normal animation
3. Trinity staff: Unique smash animation
4. Trinity staff: Charged bolts have a unique particle effects on top of 300% damage
5. New bolt composer animation
6. New hailstorm animation
That argument just died :/