Healing and a LIMITED Refillable Idea

So I love that I have to cook food to heal UNTIL I am fighting a boss or exploring in a dangerous area.

Having a LIMITED refillable could help. Here is the idea:

  • A flask with 1-3 charges that ONLY refills upon death
  • Ichor could be used to add a charge to the flask but ONLY to a total of 3
  • The amount healed could be set at a % and it could be upgraded by % healed by expending ichor
  • Flask heals would NOT be changed by healing effectiveness enchants. Those would only apply to food based healing

CLARIFICATION - I am not wanting the food system to be in any way reduced in importance, just wanting to have an emergency system that encourages exploration and experimentation without creating a chore. Farming for blood vials in Bloodbourne anyone?

Yes this sounds a lot like an Estus Flask. There is a reason more challenging games have adopted this system. I am not suggesting a wholesale change to the flask system but make a stable and available healing item that is LIMITED to encourage exploration and having the chance to learn boss patterns/stages.

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Why the need for a flask when the game has an abundance of food?

Food is not always readily available in dungeons and is only available IF you have the recipe for cooking the items you have in your inventory.

  • If you are learning a boss you don’t want to heal because you lose those food items.
  • If you don’t heal you will likely die and incur durability loss.
  • You then have to repair (although the cost of repair has come down to a more reasonable level).
  • If you are short on funds you end up selling to repair.
  • If you can no longer repair you have to heal to prevent the death penalty.
  • If you die and run out of healing you have to farm food that you can cook.
  • To reliably farm food you have to leave the dungeon.
  • You can’t save at an outside Whisper because you can’t return to that point in the dungeon and would then have to rerun the dungeon.

A flask that even has 1 charge would help and would not negate the importance or need for food items, especially if the food items always heal more.

  • Stock up before going into dungeon

  • After the update you lose very little durability which I believe is -5. You can fight a boss 10+ times and die and still not need repairs

  • Don’t waste healing items on new boss until you learn attk pattern and can get them to about half health before using them.

  • Are you exploring I have barely backtracked and have chest of food and ingredients

  • Not being able to save at near boss whisper is valid

I do those things and maybe the tweaks have solved the issue. Maybe not?

Regardless I love the game and will keep playing in hope to help it achieve the vision that the studio has for it.

Healing is only a problem early game.

After a few hours of gameplay and progressing the story and the game, you get more than enough resources to craft healing items. You can also buy them directly form the cook for like 20 copper each.

Just stack up on them before leaving the town. I always carry like 60 with me. xD It’s more than enough.

The only problem is finding clay. And gathering speed of cutting/mining is too slow and feels like a chore.

I’m there in terms of progression in the game. I still think that this could add to the game without undoing the current system, but who knows, maybe the latest tweaks have made this irrelevant.

Your response also brings up a huge peeve I have. The inventory system needs a lot of love. Also using ichor to increase carrying capacity has to be the most lack luster reward I could ever think of. Feels like an adjusted micro-transaction where they say “hey, you can get it by playing the game”/