all of this in my view is a direct improvement of my suggestions and statements; good stuff
Iâd be down for flasks that have other effects like +20% damage but -20% stamina. So many other things can be done with this. In other words, not healing but more of the potion variety. Perhaps beer increases your poise but you lose armor.
Not always, which is part of the problem.
Food makes perfect sense when clearing enemies out of an area that donât respawn. Works great there, and I donât have any issues with it.
Where it breaks down is bosses. You typically get one of two effects with a non-replenishing healing resource:
- The boss is difficult, and kills the player repeatedly. The player slowly runs out of healing items until they are gone. Either the player has to walk away to go farm healing items again (which feels awful, speaking from experience), or they have to attempt the boss over and over without any healing (which also feels awful, also speaking from experience).
- The boss may still be somewhat difficult (or easy), but now the player has accumulated a ton of food. Even if the player is fighting poorly, they can just run around waiting for their healing items to come off cooldown, and slowly chip away at the bossâs health until they prevail. Wins like these donât feel rewarding compared to learning a bossâs moveset and executing the fight cleanly.
Both options feel bad. And different players are going to fall into different buckets. Itâs impossible to design a boss that lands in the middle and takes the perfect amount of healing items to learn, because players have different skill levels, and will need different quantities of healing items before they can down a boss. This is a problem, because bosses should be one of the most interesting parts of a game, and both options make fighting bosses discouraging.
I love Bloodborne, but blood vials were easily the worst part of that game, and suffered from the same problems.
For one , why arent the consumable âAdd extra stamina/poise/etcâ not mentioned? They do pretty much everything that some people ask food to do when replaced with a flask.
Second, I think that âStop fighting a boss and go farmâ might be a good thing, sometimes its best to take a break and do other things, especially if you spend âA lot of foodâ and still cant down a boss, you need a break. If its by releasing some tension by going around the map and collecting stuff or going to town and repair/farm.
This game is trying to combine several games into something unique and enjoyable. I would love to see how they polish the healing in later updates : )
This make no sense. We should make 2 separate threads about the same system with 2 proposed variants that are mutually exclusive? How would that work? Thatâs not how ideas are discussed, weighted, trialed etc.
Anyway, Iâm not entirely against the potion idea, however, it needs to be more immersive, something related to alchemy. Please not your generic PoE/Diablo potions, that refill in town(or on cd) please no!