ARC Raiders Trap: Calming Stroll Exposed

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ARC Raiders' Calming Stroll perk promises quick stamina recovery on foot, yet its sluggish pace turns it into a raid-ending mistake.

ARC Raiders' Calming Stroll skill promises faster stamina recovery while walking, but players widely avoid it due to its net slowdown in movement. Despite sounding efficient on paper, real-world math shows it hinders traversal in this fast-paced extraction shooter.

Calming Stroll serves as a Major perk in the Mobility tree, allowing stamina to regenerate at standing-still rates during a toggled slower walk. This outperforms default jogging regen, which takes about 22 seconds to full compared to 14 seconds for walking, yet the walking speed plummets to roughly 1.98 m/s from jogging's 3.65 m/s. Players unlock it early after basics like Marathon Runner, but they often skip it in favor of stronger options.

The skill's sluggish walking pace turns it into a classic "noob trap"—regen speeds up, but overall ground coverage drops sharply. Tests reveal a Calming Stroll user falls 23 meters behind a jogging teammate by full-stamina time, forcing wasteful sprint bursts just to catch up. Reddit communities label it "useless" for raids, where raw speed outweighs minor regen perks every time U4GM website.

Smarter picks include Carry the Momentum for free sprints after rolls on a short cooldown, or Effortless Roll for stamina-free dodging spam. These keep momentum flowing in PvP skirmishes or ARC encounters, dodging the hike-mode feel of Calming Stroll. Top guides push them for raid efficiency and survival.

Calming Stroll highlights ARC Raiders' smart skill design—flashy on stats alone, but weak in practice. Stick to proven mobility boosts to outpace foes and extract safely.

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