@Garrieff Speaking of the fantasy of the game it doesn’t really seem appetizing either to eat old meal prept food stored away, strange the cerem doesn’t get sick. Mmmh, that tasty mould.
My post points out many changes about reworking food if they where to remove the cooldown. This post is not about just flatt removing the cooldown.
The only suggested change I saw from you was that the player could be limited on the amount of food they can carry in addition to the cooldown being removed entirely, which I personally don’t think are great changes.
I don’t really think constant healing is what Wicked wants you to do in the first place btw, I think the current system is designed to punish you for making a mistake (taking damage) multiple times in quick succession. This is one of the reasons combat feels, to me, more tactical than other games since you can’t repeatedly screw up and then spam potions as fast as possible to keep fighting. At some point you’ll very likely have to play defensively and actually interact with the bosses attacks/mechanics successfully in order to get your health back. Removing the healing cooldown could potentially change the feel/flow of combat dramatically, which I think is a mistake since most people I’ve seen seem to love the combat system.
A food rework that gives the player an extremely limited amount of off-cooldown healing, one that lets you specifically build a character around spamming food, or high-value items in the form of consumables with no or separate cooldowns are all ways that I think players can have healing to supplement aggressive playstyles without impacting the feel of the game too much. I think a food rework is potentially viable, but I think combat in Wicked feels great and shouldn’t really be messed with tbh.
Have you tried messing around with the affix that gives health whenever you hit something? Most of your justification for changing the system at all seems to be made because you want to play aggressively, I think the current build options are kind of limiting but one option that is available is to build around spamming fast attacks and getting all your health back instantly that way.
@Baldthazar So I’m clearly not suggesting only to remove the cooldown.
I will not be manipulated by you.
It’s also an action game not a tactical game, I mean wow, all you are saying is, its about standing around waiting and doesn’t leave room for action and learning from mistake.
I’m pretty sure there’s a psychological explanation to why most game have this system and why people play them and it’s because mistakes are mended and you get to try again, you experience an negative and a positive at the same time and also why they design bosses and elites with high health so you get the chance to learn til you get it right.
All you are contributing to is saying no, and you’ve made it clear for everyone reading with alot of posts.
Again, the only changes I’ve seen you suggest are for the food cooldown to go away and for the food carried at one time to be limited instead. You want the game to be more like Dark Souls. We get it.
Spamming your healing and then rushing back to attacking doesn’t cause you to learn anything, you’re just brute-forcing the boss with damage and getting through mechanics/phases as fast as possible. While you find having to play defensively for a period of time as you wait on the food CD for healing boring, I find it tactical and interesting. We simply do not agree on this.
I’m not necessarily saying you’re objectively wrong, I’m saying I disagree and offering explanations as to why. At this point you are correct and I have no further intended contribution beyond saying “no”.
Again you’re not discussing anything relevant to what I am saying, your ignorant to what I am trying discuss. It won’t be just like Dark Souls then you don’t understand Wicked or the topic at hand.
Wicked does not have an dodge system like souls-like where you have a window where you avoid being hit by attacks. I guess you just want to dodge around all the time or mistake patients with tactics.
In all fantasy characters take damage and fight through it or have ways to heal their wounds. Limiting it is just boring plus you always have the option to play more complex with time, not having to rely on healing as much.
Your completely manipulating my suggestion to something it is not about and I find that distasteful.
Please explain to me how your proposed change of limited, no cooldown food usage is somehow different from an estus flask. Sure, you have to prepare the food and the food sometimes gives buffs. Those seem like the only differences and they don’t particularly seem relevant here. The end result is the same: you will have a limited amount of heals that heal you to full or nearly full before you have to go to a campfire and restock them. You have compared your proposed changes several times to Dark Souls yourself, using those design choices to justify your own suggestions. The only difference is that in Wicked enemies won’t reset after your healing items restock.
It seems very much to me like you want the game to be more like Dark Souls yet you’re insecure about the similarities between your suggestions and the Dark Souls system. If you want the game to be more like Dark Souls then that’s fine, there’s nothing wrong with Dark Souls. It is a very popular game, using popular systems as the basis for other game systems is a smart move by game devs. Looking at the current food system, it feels like Wicked’s devs have acknowledged the other games in the genre and picked a system that, in my opinion, feels better for Wicked.
As for your other statements:
Brother, Wicked’s dodge and the dodge from just about any souls-like game has “a window where you avoid being hit by attacks”, which are called i-frames or invincibility frames. What are you even talking about? They are very much the same, and we’re not even discussing the dodge system here.
I don’t understand your fantasy character argument at all, and as previously mentioned you already have the option to play more aggressively with the health-on-hit affix if aggressive combat is your goal. I respect that you feel like limited healing is boring, but I am inclined to disagree for reasons that I’ve mentioned several times previously.
You heal when you get hurt, you get oneshot in this game way easier than soulslikes, but you also can’t brute force your way through a heal like you can in traditional ARPGs so let me ask you clearly since you keep deleting your own posts.
What is the change you think they should make to their healing system? Outline clearly what the healing system should be like knowing the game’s bonfire + respawn system won’t change according to you.
And I will outline why I disagree with you so we’re on fair terms you keep on saying the combat is boring because you sit there watching the enemies moveset, brother the bosses so far have maybe 1/2 the moveset variety of fromsoft bosses, they are significantly simpler. You have unlimited heals meaning the only reason you’re annoyed with the reasoning you have stated is you keep trading blow for blow with the boss. If you are capable of beating EK but you still have this complaint that implies you’re spending like 20 minutes per run on Echo Knight, hitting him, getting hit, running away & healing, then wait 20 seconds.
I will also answer how I tackle this game again in fairness. I go to EK, fight, get hit, run away, heal, then immediately go back & fight with him. I don’t stand there waiting for the heal cooldown to fade away before I go back in. I believe my playstyle to be more prominent just my own personal hypothesis.
@death_the_kid I deleted some post because the forum something don’t post a replay directly to the person i am talking to and it might confuse some to who and what the topic is about. That’s all.
But I’m done talking to people who don’t understand the issue. Others have voiced they’re in the same mind set that food items need to be looked at.
Its fine if you disagree, but I fail to see why some post the same topic thats «oh you just want a souls-game» even when devs have stated they are inspired by them and I’m providing feedback like others that they should look into food because it’s not in a fine state.
I’m also pointing out most game don’t have a cooldown not just souls-like, maybe it’s for a reason.
You fail to see the issue.
I think food items are fine as they are.
The cooldown keeps me on my toes and prevents me from playing recklessly. I become more conscious about my gameplay, and If I mess up too many times in a row, I die and have to try again.
I do dislike the idea of limiting food items in my inventory. I generally go about farming runs for food, and craft a buck load so I don’t have to worry about it for some time. I don’t wanna go back and forth adding more food to my inventory. It’s the same in the crucible, I find a fair amount of food there.
Hmm… why not expand on the Food System instead, as a build mechanic for playstyle preferences?
- OMAD style meals with a long cd on food consumption, that heal for a LOT and may also refresh Stamina and/or Focus (basically most of what we have now)
- Fast Food, that is easy to craft and has a higher stack count, that can be chopped down as needed for people who want easy to access to on demand heals
- Slow meals, with passive buffs and weaker healing over time effects, for the strategic players, which prevent food intake for their duration of course
→ Play the way you prefer and have many interesting food recipes in the game that actually matter
That could be pretty cool, I wouldn’t mind a food expansion or keeping separate categories of food on different cooldowns. I feel like I have a ton of reagents for food but not very many recipes, it’d be nice if there were a wider variety of stuff/effects. The only thing is cycling between different food is a pain right now so I feel like we’d need some kind of wheel-selection type thing to swap food types quickly while in combat, which could be cumbersome.
I mentioned it earlier but I think a food cdr effect as an affix on gear could be interesting as well, let players spam consumables but they have to build around it. Or an easier difficulty option with no consumable CD at all could be fine if many people are actually upset with the current healing system.
I don’t think the food variety is actually very impactful right now, though this could just be an opinion as a result of my personal playstyle. I didn’t care about food at all beyond making sure I had a stack of cheap healing meals ready to go
The cooldown on food items is fine as it is.
It prevents spam healing so you have to actually think about combat rather than trying to brute-force everything.
We don’t need another game where everything is the same as Dark Souls.
Don’t need flasks; don’t need changes to the healing cooldown.
SO I AM ASKING YOU, what is a fine state. I am genuinely trying to have a discussion here but you’re waving it off. I outlined clearly why I think the food system is fine as is. I read your initial post, I can see some of the benefits, I do not think removing the cooldown is the answer even with limited carries(20 as you say) because your entire argument is around the fact that it’s “boring” to wait, but you yourself admit you optimize the game, you’re arguing that you can’t be aggressive. There is NOTHING stopping you from being aggressive, from dodging, from parrying. When you heal that’s it you have healed, go back in & fight.
That was actually what i was going for with my proposed food types.
Make food cool but exclusive → No constant swapping of differnt types of foods; You chose the one you like for your build/playstyle and stick with it.
- You go the burst food with cd → No food intake at all during cd
- You got the regen food with the passive effects → No food intake at all during duration
- You got the Fast Food (low heal) Snacks for spamming, which can only be used before one of the other types → maybe a hot swap to a burst food with cd to save you in really sticky situations
I am sure there could be other exclusive food types, but those three fill all the niche cases i can think of.
@Jinpaw What do you think about Fast Food? Would that solve your issue?
I replied to the wrong person; misread the conversation. Apologies.
The thread is about changing the cooldown not the other way around. Please make your own thread discussing feedback about healing items.
Please stay on topic to the thread.
Thank you for actually sticking to the topic of the thread.
And I like your idea alot, the more options the better for the player base in my opinion.
Definitely close to a solution to the topic of the thread with your idea.
Hope they look into it.