It only takes a long time to recover if you get stamina broken (or just plain run out) when you're low on stamina. You recover it faster (when not stamina broken) on the ground than when flying, and it stops regenerating whenever you're dashing, attacking, or step vanishing. Not to mention, you can use Limit Burst to cancel out getting ragdolled by a stamina break now.Dbzfan94 wrote:Exactly. Because of the stamina I can only play XV2 in short bursts because of how annoying it is. Imo, Budokai 3 handled stamina perfectly. I forget exactly how it happened, either after Hyper Mode or losing your transformation, but your character would stand still and catch their breath for a few moments and you had to press all 4 buttons to stop it. Then the action starts again. No 2 minutes of sitting there while the slow stamina bar recharges to full.emperior wrote:I have sold my XV2 copy a while ago, but I remember absolutely hating the stamina system. It's not fun, and once you get your guard broken you just sit there and watch your character getting combo-ed without you being able to do anything about it. That's definitely not a good mechanic, and I hope they will get rid of it with the next game.Lightdasher wrote: I'm curious about this too. It's likely just because I only play this game for the parallel quests, but the mechanic seems at least somewhat fairly balanced. How does it feel broken, among players, and what would those players suggest be done to fix the issue(s)?
I feel like Tenkaichi 3 sort of nailed the gameplay for a 3D DBZ game so I hope they will be inspired from it for their next game. Even though in my opinion they should revert to the glorious 2.5D gameplay Dimps DBZ game always had before the first Xenoverse. It's less broken, more fun, and keeps the high speed battles feeling of XV2. Shin Budokai 2 is a prime example of how good a 2.5D DBZ game can be if done right.
With some workarounds they could be able to keep the multi-team battles, DB hunt thing and other gimmicks they introduced in PQs - my idea would be of seamlessly switch the gameplay from 2.5D to 3D after the fights are over.
I will say I think there is somewhat of an over-reliance on stamina management, but a lot of this is really overblown.
Instead of trying to vanish out of the first hit of a combo, wait until the enemy goes for a bigger strike, or if you do vanish out of one, immediately block or dash backward (dashing is easier, but with good timing, you can also vanish step).
Also, a standard vanish only costs one bar of stamina if you're blocking or attacking, so you can use that to spare a bit of stamina that way.
(Also, in Budokai 3, fatigue built up from dodging, especially that games equivelant of vanish which cost Ki too, and just plain old taking damage. If you got hit while low on stamina, you'd revert from your transformations and be left helpless, and generally had to eat a hefty attack from an enemy, so I'm not seeing much difference here. If anything, you were actually more helpless in Budokai 3, since you also needed Ki to dodge.)