Less / Reduced Stamina Consumption for non-combat activities
less stamina consumption while digging and chopping down trees or while mining
Comments: 55
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09 May, '24
superpebble MergedHighlighted comment
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lets keep perspective. in the hollowed halls, I have agro'd a horde of skeletons and had to flee. sprinting away, I reach a gap in which i had to jump and glide away. there isn't an action surge in the game in the form of a stamina potion or anything so the moment I jump to safety I'm doomed with no stamina. I'm doomed if I stay and fight as a ranger. this stamina mechanic should be looked into but I'm not ready to agree that activities like sprinting, jumping, gliding, climbing and grappling shouldn't cost stamina. however much of these issues could be fixed if eating foods like the yucca fruit should nullify stamina recovery delay to 0 to enable more action packed combat and activities. additionally eating stamina recovery foods should incrementally recover stamina while engaging in low intensity activities like jogging, aiming down the sights of a bow, dodging, and swinging, logging and mining should cost less stamina while under the food buffing effects. #### -
24 Jan, '24
RzI find it quit annoying that chopping, digging etc. consumes any stamina. Let us farm without the stamina pls.
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25 Jan, '24
Jeff MergedThe Stamina system is incredibly irritating! Every 10 minutes in discord i here some one say "God! I hate the stamina system!"
What am I suppose to do when mining, stare at my stamina gauge for 18 seconds while it recovers? You nearly spend as much time watching paint dry as you do mining! Every time I try Mining my blood boils when it should be one of the most relaxing activities in the game!
I think for the best experience stamina should only drain in combat and while gliding. It's not as annoying when running around the world, but it doesn't add to the game experience either. -
26 Jan, '24
Menos MergedCurrently all activities cost stamina, which often forces the player to stand still and do nothing. This is boring and also pointless from a game mechanic pov. Stamina in combat is all fine, it regulates the usage of blocking and attacks, however stamina when cutting a tree means you just stand around and literally do nothing so you can play again. Also climbing and grappling hook action should be without stamina cost, as there is no gameplay value that comes with it, it's just annoying.
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26 Jan, '24
Dave MergedStamina should not be depleted significantly during resource-gathering activities like logging or mining; instead, it should be consumed when engaging in combat, such as swinging your sword. This approach adds intensity to fights while providing a more relaxed experience during gathering.
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26 Jan, '24
Tanertus MergedRemove stamina consumption while gliding and reduce consumption while farming
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27 Jan, '24
cassas you become less of a level 3 loser you will have better stamina and this becomes a non issue. also, honey and water, always
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27 Jan, '24
David Rowland MergedStamina is currently the worst system in Enshrouded. It artificially pads playtime by making everything take exponentially longer than it should. Cut 1 or 2 trees and you are out of stamina. Run for a few seconds and entering combat at a disadvantageous state because needing to dodge will deplete your stamina, or attacking and needing to dodge. The map is huge and you are going to spend most of the time running and waiting for stamina. Especially when you need to specifically do running jumps.
Souls like games, action based combat that uses stamina systems do not have stamina consumption outside of combat for things such as running. I understand managing my stamina in combat is compelling. It is not however a fun or interesting mechanic out of combat.
Make what ever changes you need to mining and harvesting of trees to get rid of stamina consumption outside of combat. -
27 Jan, '24
AliSomewhat agree, for example you can climb ladders without any stamina reduction yet climb grating you stamina disappears in seconds. I'd only ask for a slight tweak, nothing too drastic
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27 Jan, '24
KaijuWaifu MergedWhile a minor point of contention Its quite annoying with how much you need to manage your stamina during travel in this game when you reach a grapple point and proceed to have to plant down and do nothing for a chunk of time just to get across if its a swing.
I think the game would benefit from having the stamina drain while actively swinging removed, and simply making it so that you are not permitted to begin a swing while below a certain threshold of Stamina (Perhaps the same threshold that prevents you from initiating a dodge). This would prevent that obnoxious waiting period where you need to stop and plant your arse doing nothing until you get enough stamina back to not immediately be shunted off after starting a swing.
Alternatively, perhaps make it so that stamina only drains while swinging while there are enemies nearby. Either solution would solve the annoyance without opening up perpetual swinging for any sort of exploitation in combat environments. -
28 Jan, '24
Arno MergedLess or no stamina consumed for mundane activities and/or while in base. Digging and mining for base building or to climb cliffs or mining are currently extremely tedious.
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28 Jan, '24
RadikJack MergedRight now the main function of gliders is to help you land safely when jumping from a high location, although you can also cover some travel distance quickly this way. I really like this feature and enjoy being able to fly around while the glider gradually descends to the ground, but I feel like the fact that it costantly drains stamina while you're in the air is limiting, forcing the player to land early instead of trying to cover more distance by flight. Personally I would really enjoy being able to glide as long as possible without worrying to expend all my stamina and fall down. I know some players may disagree whith this, so perhaps if not removed completely it could be added as a toogle option when setting up the world.
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29 Jan, '24
ManerinoThe way the stamina system currently functions really just makes the game worse, by making most of the farming drawn out and boring.
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29 Jan, '24
Chris Mergedi feel like the stamina system should be tweaked to consume stamina when doing offensive actions and not passive ones such as mining, attacking at the moment does not consume stamina and mining does i find this to be opposite of what it should be and very annoying as farming materials became boring having to wait for the stamina regen.
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30 Jan, '24
JudaspriesterI'm lvl 18, got like 250% stamina with rested buff and alot of stamina reg, therefore I can mine for a long time with only short breaks in between.
If you're having issues with this, make sure to have the rested buff and maybe take a look around for sweets. I just unlocked sugar which offers +20 stamina reg for 5 minutes. That alone makes the stamina bar fill up in no time during breaks. -
30 Jan, '24
BrickedUpRon MergedIn an open world game with a lot of exploration, stamina should not be used to run around, jump, or do anything when not in combat. It shouldn't be used for mining. It should only be used when running, jumping, and performing combat actions while IN combat. If you have enemy aggro, consider that being "in combat." Take a look at Elden Ring as an example, no stamina use outside of combat. Take a look at Valheim to see why it's annoying. You use stamina for literally everything in that game and all it does is slow things down that don't need to be slowed down. It's not fun to stop and wait 5 seconds every 8 hits of a pickaxe. It's not fun to slow to a walk every time you run for more than 5 seconds when there's nothing else going on anyway.
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30 Jan, '24
BrickedUpRon MergedI just made my own post about this without realizing this post was already made. I completely agree!
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31 Jan, '24
Lija MergedI agree with this 100%. The stamina system feels terrible in the game right now. You can do an action for like 7 seconds (at default 100% max stamina) and then you have to wait another few seconds to swing again, or wait til full mana bar. Basic gathering shouldn't use stamina, or should use a lot less. Only being able to cut 1 tree down at a time, or dig into the ground 5 seconds at a time feels terrible.
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31 Jan, '24
Coby Mergedinstead of stamina going down while gathering and running naturally. It should go down only when combat starts. Or at the very least make it less punishing outside of combat. We are flameborn not human in the game
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31 Jan, '24
Darkomen8472 Mergedi would also like to suggest no stamina drain on jumping after swinging. normal jumping doesnt take stamina, so this shouldnt either.
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01 Feb, '24
LivewithJohn MergedI was thinking something similar, the grappling hook is not used all that often (compared to many other games with such things in them) so having such a large stamina drain AND another when jumping from it it makes the use of the grappling hook more tedious than fun or interesting for the puzzle elements, especially when there are multiple needed grappling jumps in a row.
I'll second another mention as well that there either needs to be a fully different button for the grappling hook OR it needs to be far more specific when the game decides to use it because again adding to the tedium when you are looting, interacting, fighting, etc. and happen to click E its more than a little annoying when some random grappling spot you didn't even know what around (because there are so few) pulls you out of whatever you were actually trying to do. -
02 Feb, '24
Pengman19Current implementation of stamina for mining seems fine. It's extremely easy to dedicate skill points to stamina, armor boosts, potion boosts, etc. Using a pickaxe is really tiring in real life. If anything, your character doesn't get tired enough. Asking for it to cost LESS just makes this game arcadey IMO.
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02 Feb, '24
K MergedIf you run across the terrain and then jump off and try to glide.... you die due to no stamina. This is a really horrible gaming experience.
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09 Feb, '24
Tigerlilium System Merged"No Stamina Consumption Outside of Combat" (suggested by <Hidden> on 2024-01-27), including upvotes (9) and comments (1), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Balance Stamina Consumption" (suggested by <Hidden> on 2024-01-26), including upvotes (5) and comments (0), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Better Stamina" (suggested by <Hidden> on 2024-01-28), including upvotes (6) and comments (0), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"No Stamina consumption while gliding/ farming" (suggested by <Hidden> on 2024-01-26), including upvotes (2) and comments (0), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Remove Stamina drain from actively swinging with the Grappling Hook." (suggested by <Hidden> on 2024-01-27), including upvotes (7) and comments (2), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Remove stamina cost on gliders" (suggested by <Hidden> on 2024-01-28), including upvotes (6) and comments (3), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Stamina should only go down in combat" (suggested by <Hidden> on 2024-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Don't use stamina when out of combat" (suggested by <Hidden> on 2024-01-30), including upvotes (0) and comments (0), was merged into this suggestion.
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09 Feb, '24
Tigerlilium System Merged"Attack based stamina system instead of a passive one" (suggested by <Hidden> on 2024-01-29), including upvotes (11) and comments (1), was merged into this suggestion.
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09 Feb, '24
thehumangerm MergedSimply put stamina while crafting and farming is a mechanic that doesn't respect a players time.
This game in not an subscription MMO. There is zero incentive to keep a player in game doing mundain tasks to keep subscriptions and micro transactions flowing. This means there is no incentive on the developers end as well.
I am aware that you do need to make things take time to make them feel of value but there are many healthier ways to balance resource availability that doesn't involve waisting a persons time doing mundain tasks.
People would rather be building amazing bases or traversing dungeons not waiting for arbitrary stamina stats to refresh. Or worse yet wearing or carrying different gear just to improve farming at the cost of everything else.
Stamina is good for combat. Not for resource gathering. For mining for gathering and crafting it shouldn't exist. -
12 Feb, '24
RealitymeltdownSorry if this is a totally newb question, but there are different stamina bars?
I made a rake and a green circle showed up - but there's a blue one for rolling around and blocking? I kept glancing up at the top right corner and trying to see what that one was doing before I realized it's completely unrelated.
The rake was particularly annoying because I got tired halfway through, let go, hit the button again to restart, but wasn't at the same height anymore and so started re-leveling everything (using controller, if that matters).
Maybe the pickaxe had one and I just didn't really notice. -
16 Feb, '24
CNOJStamina drain shouldn't be this much of an issue. Stopping and waiting every few minutes for stamina to recharge is game breaking to say the least. While stamina should be a mechanic, it shouldn't hinder gameplay in a way that makes it more frustrating than manageable.
I also shouldn't have to go to a specific skill tree for a core mechanic used across all classes. -
17 Feb, '24
Prayformercy MergedThis game could be so good, but currently little issues like the stamina system hurt it so much. I want to enjoy it but it feels like while exploring i can fun for a few seconds, then i have to stand around for twice as long to regen stamina. Swing the pick a couple times to dig a tunnel, take a nap while my stamina regens, Swing a couple more times, wait twice as long for stamina to regen. This is the 2nd worst thing in this game, only beaten by the fact that you didnt put a drop items button in. Please fix the stamina system.
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08 Mar, '24
obird MergedGrappling from ledge to a climbing surface commonly leads to just falling A LOT! I'd suggest, if everything you do cost stamina then either lower stamina costs for actions like grappling or gliding it really does stop the forward momentum of the game when you constantly have to stop and catch your breath or spend several hours trying to make one jump, so far enjoying the game other than the irritation I feel when attempting to solve a tower and being stuck. but by the looks of this thread i'm not the only one. also maybe add some villages with friendlies to do some trading or rather bartering since there is just commodities. but that's just a thought. I'm liking the game even in early access so keep going !!
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01 Apr, '24
PipStamina is one of the biggest things that is making me not want to play the game right now... Why do I want to sit and wait 30+ secs to regen some stamina to be able to hit again.
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11 Jun, '24
Bruuz MergedI agree with OP.
Stamina should basically not deplete when out of combat. There's no reason for it. It's dead time, just waiting for a resource to come back.
Gathering resources should not cost stamina.
Finally, when you respawn after dying or teleporting, stamina should be full, as well as shroud time. There's no reason for the wait. -
28 May, '25
Sambarino MergedEven if stamina was removed completely it would be a huge improvement to the game tbh...
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13 Aug, '25
PaulJ MergedI mostly agree. There's no reason why peaceful activities like mining should use up stamina. You're just forcing the player to wait... why? They aren't (usually) in danger. Nothing else is happening. It's a pointless delay. Basically, as long as there aren't any alerted enemies nearby, stamina shouldn't be used.
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13 Nov, '25
martijn kleijn Mergedi would like to have no stamina limit when just running around and exploring. in combat its fair and i get that but i get slowed down pretty often by not having enough stamina to just explore the world and have fun and i also play at hard difficulty so that makes the walk backs extra anoying and i feel that the emursion of the gameplay would be way more fun if not held back by the waiting for the stamina to refill after every 10 to 15 second
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26 Nov, '25
PaulJ MergedAgreed. Please can we have this. Stamina limitations outside of combat only serve as tedium rather than a mechanic that has consequences. Why do I need to stop swinging my pickaxe every 15 seconds to cooldown? It does not add any value to my gameplay experience. I am not running away from enemies. I am not cheesing a boss. I am not taking advantage of anything. I am just digging. Why slow me down? I will still need to dig gardens for my NPC houses, all stamina does is waste my time.
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28 Nov, '25
Chris MergedDo what Elden Ring does, no stamina drain for basic traversal around the map and sprinting, but it drains while in combat. This system is also how Wuthering Waves does their map traversal and its extremely satisfying and well done.
I personally am fine with it for resource gathering, gliders and jumping, but basic sprinting traversal while out of combat... having stamina drain on that is just irritating to explore the map. In a game that is about exploration, the exploration part shouldn't feel tedious. Make stamina less punishing and frustrating to deal with, please! :-) -
12 Dec, '25
Seb F MergedI feel that stamina recovery should be much quicker out of combat/exploring. I understand its importance in combat/special moves, but I feel running around on a road to get somewhere and having to watch this green circle refill at a snails pace is really frustrating. Especially whilst running back to retrieve items from a grave. Paraglider stamina usage makes sense to keep, but for other out of combat activities, like mining, felling wood, or just exploring on foot does not really need a stamina bar. It just slows down pace for no real reason.
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12 Dec, '25
Vapok System Merged"Stamina while out of combat" (suggested by <Hidden> on 2025-12-12), including upvotes (1) and comments (0), was merged into this suggestion.