Food cooldown: I understand i have to git gud. But what happens as a result is not that i die and try to become better but simply that i run circles around an enemy and wait for my second heal. I’d rather just waste all my food quicker and lose as a result rather than wasting time idling around enemies.
Menu closing delay: Whenever i close a menu and go back to running around there is a delay that pins me in place only being able to move a few steps in 2 directions before i can walk normally again
Bounty: Those little bounties are partially really redundand so not being able to accept all at once is kinda pointless. You choose to kill the Wolves go to a place, kill them, go back, say you killed them, accept another quest and go back to the exact same place to kill something else.
Regardless of all of that i personally think that the whole system doesn’t fit into this very immersive game and feels out of place with the rewards and “daily/weekly”
Sorting: I can sort my inventory but not my storage. That should be an easy fix.
The wait time between using consumables feels unnecessarily restrictive. While I understand its intent to increase the intensity of fights and encourage tactical gameplay, I believe it detracts from the overall experience. Personally, I find myself more focused on when I can next heal rather than fully engaging in the fight. If the goal is to make fights more intense, perhaps utilising consumables strategically could better enforce tactical gameplay – for example, allowing players to use them when the enemy is staggered or at a distance, rewarding tactical play over all-out aggression.
Regarding the consumable system, I have some additional suggestions:
Allow players to set a preferred consumable so that when one is depleted, it automatically switches to their choice. Additionally, provide players with the freedom to customise the order in which consumables are replaced when consumed.
Introduce a mass crafting option for consumables, enabling players to craft multiple types simultaneously and streamline the crafting process.
Differentiate consumables by their usage time – for example, introducing “snacks” that quickly replenish health, while others might offer more significant buffs but take longer to use.
Consider adding consumables that provide temporary buffs to the player’s abilities, such as increased damage or speed, but also come with temporary debuffs, such as reduced defence or stamina regeneration. This introduces an element of risk and reward, where players must carefully weigh the benefits of the buff against the drawbacks of the debuff before deciding to use the consumable. This dynamic would add further depth to the gameplay and provide players with even more strategic choices during battles.
Would be nice to be able to set priority order on consumables.
That being said, I like the cooldown, honestly think it could afford to be longer. In similar games you have a limited number of heals you can use before resting, so you have to be mindful of when to use them. In this, you can carry hundreds of heals, but the cooldown forces you to be mindful.
Don’t forget you can also add two healing runes to your weapons to recover some HP during the consumable cooldown. Also just get hit less.
While I understand your point, I still believe that having the timer is restrictive to the player’s freedom of choice. If players wish not to use consumables, they can freely do so, but don’t enforce it upon others, making them have to wait. As I said, it takes me out of the fight as I am focusing on something that really shouldn’t need to be thought about.
Regarding your comparison to other games with limited healing, such as Star Wars Jedi: Survivor, it’s worth noting the differences in implementation. In those instances, healing tends to be quick and snappy, allowing for near-instantaneous recovery. However, in this case, players must wait for the timer to elapse before consuming the consumable. Additionally, the animation for consuming the item further extends this delay, which can feel more cumbersome and interrupts the flow of combat.
If the timer is to remain, I believe a workaround would be implementing runes or armour pieces that reduce this cooldown. Additionally, circling back to my buff vs debuff suggestion, potentially one of the variables that could be affected is the timer for consumables, again allowing for much more in-depth strategic play than what is currently at play and further allowing for player’s freedom of choice.
I think the timer is fine, personally I find it adds tension to a fight when you can’t just spam heals.
What I would like to see is quick slot belts, which ties into your point 1. It would allow players to select which items they want use and in what order, and prevent you from having to scroll past a dozen items like mushrooms or repair powder to get to the one you want. It also adds a tactical aspect where you don’t have access to every item on the fly and have to plan accordingly.
As I mentioned earlier, while I understand its intent to make fights more intense, personally, I find it has the opposite effect and takes me out of the action.
For those comfortable with the timer, an alternative approach could be introducing a consumable that gradually replenishes over time after each use. This consumable could reward players with fully replenished health or replenish their health over a duration of time, striking a balance and serving a distinct purpose for the timer mechanic. It encourages strategic decision-making, adding another layer of risk-reward dynamics to encounters. When players find themselves low on health with no other consumables, it intensifies the encounter, making it rewarding to strategically utilise the consumable and get back into the fight at the right moment. Additionally, it provides a balanced solution for players who prefer not to constantly grind for healing items.
This is the reason I ask. I’ll agree that the healing system is a mess at early levels, and far too punishing to new player who haven’t quite learned the feel of the game yet. Nothing feels worse than to lose a battle, then realizing youre out of heals and having to go back and gather ingredients.
‘Late game’ this isn’t an issue, everyone is flush with cash from the crucible and probably just buy from Gordon.
As you progress there’s plenty of options to ease your woes. As I mentioned earlier theres two weapon runes you can add to help out with healing, I rarely to never use consumables, prefer to use the runes instead. It’s also pretty easy to get your armor very high, mines just under 900 (with trying to keep balanced gear), and most enemies just kind of tickle, I imagine there are folks with well over 1k DEF. There’s also lifesteal builds, and stacking life regen was pretty viable mid-game (not sure late game).
Last I recall I’m about level 8. Whilst I understand you saying it get’s better later on, personally I don’t have a problem with how it is now, all I was trying to do was suggest many other ways that consumables could be incorporated. Just throwing out ideas.
Yeah… at those levels healing is a mess, I actually gave up on the game until a friend convinced me to play again. It does, fortunately, get better, but I know that’s little piece of mind when you’re slogging it through early game.
I think what could be helpful early game is buff the healing powers of raw ingredients, such as mushrooms.
Alternatively, even a temporary item that refreshes heals at waypoints and breaks after the first boss battle could be helpful.
I don’t have a problem with the current system of hunting for raw ingredients, I more-so have a problem with the timer itself and what’s why I thought of a couple workarounds. All it comes down to is preference and I don’t like the wait, or atleast I think it should be incorporated better, that’s why I suggested some consumables take longer or less time to consume which then invokes players to play more tactical during fights.
So both Souls-like and Diablo has a flask for a healing items that has no cooldown.
In Wicked we have plenty of healing items in my opinion, but on a 20-30 second cooldown.
This to me seems counterintuitive as it slows down gameplay. Food that has buffs I can’t understand having a cooldown as what is the point have the option buffing multiple times but have wait for 20-30 seconds between each almost loosing the buff in the process. Food that just heals should have less of a cooldown or none at all, but make it so that you only can have a few at a time, say 20 with you when leaving Sacrament (the hub area) and maybe introduce a «food bag» at campfires where you cook and select food you need and don’t.
Theres almost no different than Dark Souls as you have the choice, eventually, to have up to 12-15 healing flask and the last Diablo games had 1 on a short cooldown or you had a few without cooldown, some mobs had the ability to put the healing items on cooldown, but other then that no cooldown.
So I’ll be honest, I don’t try to play picture perfect as I see health as a resource in games.
If I can get a few hits in, but I take a hit from it, I usually do as I know I’ll be fine as I can heal up.
But with the long cooldown and most enemies seem very aggressive in Wicked, the gameplay becomes more and more boring to me and the action in a action game isn’t there for me anymore.
I would love to see a change in food cooldown to encourage more action.
This isn’t to say the game is too hard, I get by fine with chests full of food items, I just wish I could be as aggressive as the enemies are, especially bosses give players the option to choose for themselves.
I think the vision is the combat isn’t as fast-paced, but I agree a reduction of the food cooldown would be cool. Meanwhile, tho, need a nerf on high-end food sources, if we can chug food at a faster pace AND we’re having all the food in the game, it’s IMBA.
I don’t know, other games heal you to full why should it be so different in Wicked, other then to slow down as you say, but it just makes the gameplay passiv to me as making a mistake takes way to long to recover from.
Like "now the boss is doing a bunch of attacks, stay away or attack from range if you can
Your a tank class with full plate armor? Too bad you got almost one shot".
It makes me question if the devs try to hide from not being able to balance damage behind an idea of gameplay.
Seen alot of comments that thing seems out of balance.
But to be fair it is their fist time making this kind of game I just hope they aren’t hiding behind mechanics or an idea of gameplay.
Cause you start a character with a clean slate and you get to play out an class fantasy.
Mages and range rouge, now that focus regeneration (gem infusion) works seems too good for example, but it’s probably because they fit the idea of gameplay.
I had an idea to add somethimg similar to the enchant tables.
Digust food X% faster
And the purple boon of digest food X% slower
This would still impact peoples heal economy but also add depth to the pool in an impactful way.
I’m iffy on this because the fact that you heal a lot feels dissatisfying, if we were to play games optimally then no game would be fun. Everyone would just run bows or staffs and sling spells from far away but we directly want the game to be fun. The game telling is essentially telling you you’re a little bitch if you have to heal constantly so I think people will want to get better and not feel like they’re brute forcing. That’s my opinion though I don’t think making heals faster is the solution because then people really will just be chugging food as fast as they can. Currently what happens is you heal, then you go back in and if you get hit bad really soon now you’re careful and on the edge as you try to make sure you don’t die. VRising had infinite heals and the gameplay was still plenty fun and I think it applies here since we get 1shot a lot easier than fromsoft games.