Perma-rolling threads have been resurfacing of late so the cost reduction might not be enough. However compounding a nerf with the cost reduction is overkill. Period. So this solution would replace it entirely ingame.
Inspired by other action games with resource based combat, the proposed solution is to stop Stamina Recovery for the duration of the roll. Whether this be stopping recovery for 1 second (ticking 3 seconds after rolling) or resetting the tick timer (ticks 2 seconds after rolling), by cutting off resource regeneration while performing an action guarantees it cannot be spammed excessively -- we all have limited Stamina pools that will run out sooner or later. This solution is more punishing to roll spammers, as while not a continuously increasing cost, they have a very real limit on the number of consecutive rolls; for players that roll periodically, rolling every 2 (or 3, depending) seconds incurs no penalties.
Please keep discussion focused on this aspect/solution, assuming all other areas of the game are balanced or being balanced. If we dive into things such as block nerf or damage shields, the discussion will go in circles with a "Why nerf me when that's clearly broken/badly designed still?!"
Edited by Ffastyl on 9 April 2016 18:48
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Member since May 4th, 2014.
A Solution for Perma-Rolling 85 votes
Replace the current balance with this one.
Keep the current balance.