Currently, once you start to reach higher levels, stamina is NO issue.
Why then is the barbarian graced with a skill to boost stamina?
Stamina should be significantly nerfed, so that barbarian, who has an entire skill for it, receives the most benefit via their skill; just like sorceress with teleport.
If you desire more / to be able to run for more than a short time, then wear more + stamina / stamina drain gear, but even with it should never approach the barbarians capability with full skill.
Attack speed should also be stamina dependent; draining (slowly lowering your overall IAS as you attack (becoming tired) with item type determining how much so.
Yes, I was assuming casting with attack speed, but it is good to clarify.
Wands, orbs, and daggers, being so small, would provide the least stamina cost, and therefore least impact (still apparent, though), BUT larger weapons such as polearms, certain spears, etc. would receive the highest costs, and so if a caster is using infinity or insight, their cast rate will have a significant reduction over time, unless they want to wear a bunch of stamina charms, and stamina gear.
Other gear should also impact IAS, such as shields; so using monarchs, wards, should contribute heavily to loss of cast rate over time ( which works well to counter Spirits ease of creation )
Although I know it’d be a nerf to melee/ranged classes which they don’t need, it’d be interesting it they made attacks consume stamina rather than just stopping its regeneration… The higher your stamina, the more guarantee your attack hits (based on attack rating, of course). The lower it is, the less chance of a hit being successful.
It’d make stamina regeneration mods on items more valuable.
Could even make it apply to casters… I’m sure casting spells would drain more than just mana. It’d make people think twice about teleporting like crazy, if their spells might miss because of their stamina being fully drained.
Of course something would then need to be done to cap quaffing a ton of stamina potions to stack their durations.
I agree stamina needs a rework. Like, why is it even still in game at all. Stamina has two modes: 1) useless information that’s taking up server storage space because the characters don’t need it anymore or 2) a frustrating statistic that makes you need to have like 10 stamina pots before leaving town below level 20.
Thats like from Elder scrolls 3: Morrowind . There it made sense, every hit decreased stamina, running, jumping decreased it.
I think stamina in D2 is bit of archaic system left by to rot. Not sure how would it make it better without giving melee classes another headache to think about, as per usual.
Make some skills use stamina instead of (or in addition to) mana. I suggest to do so with weapons skills, in order to differetiate fighters from casters. Having a common resource for all skills means a common affix, which reduces item diversity.
In principle, it would make sense for martial abilities to use Stamina instead of, or in addition to, Mana, but that ship has long sailed and would require a rather extensive overhaul for a rather semantic change.