

You still need to watch out to not run out, as it should be, but you aren't going to be standing around waiting for it to recover.

In any case, just removing that delay made the game so much more fluid. The regen speed itself may be faster too, can't quite judge that. Regarding stamina, they apparently removed the delay before your stamina starts to recover completely. I'd been stacking stamina regen stuff from the wind mage and it started feeling just right (it still threatened running out with too many hits but getting back into the fight after disengaging was much more of a flow with ring and charm)ĮDIT: Ok, so I finally got to play with the changes and, man, it's actually amazing. This trainer may not necessarily work with your copy of the game. This is a balance mod that changes up some minor mechanics to Salt and Sacrifice to help players explore more playstyles and builds, especially blocking and parrying. Stalk them, master their unique behaviors, discover their weaknesses and bring them down. Gameplay-facilitating trainer for Salt and Sacrifice. Mages are monstrous, warped vestiges of elemental chaos which wreak havoc throughout the realm. I can't wait to see how big the difference for stamina recovery is now. Engage in multi-stage boss pursuits culminating in intense arena battles. Making it a reward for the halfway point seems like a great idea (also for judging how far along you are) I thought the tracking system for story hunts was neat as it made it more of a wild goose chase rather than a fumbling search and I was sad to see it wasn't used outside of that. Its not a great mix, but the strength of its.

These all seem like very nice changes, I'm especially happy about the tracking for non-mission mages. Salt and Sacrifice is an ambitious sequel that attempts to integrate Monster Hunter mechanics into an already crowded Metroidvania/Soulslike formula.
