[Obsolete] Food cooldown feedback, suggestion to change

Well they probably won’t do anything as my thread has few supporters so relax trying lecture me.

Agree. This would help if you get poisoned the last second although dying doesn’t do much as they reduced repair cost so there’s really not much to it and it feels pointless to be so sparring with food supply in my opinion.

I can’t help see a potential rework would be nice though. Maybe the game trying for something that’s not necessary.

I must admit I never really found food as a healing item a sensible solution. Especially as you say Bladthazar it is overly plentiful towards the end. I walk out with a stack of 4 different food types (sometime 2 of one type) so this defeats the option. I can also see the sensibility of not having the food timer (a few others have mentioned it in other topics I think).

Maybe a system like Have a Nice Death where healing doesn’t heal fully but takes a small portion off your full health and food made and used at campfires refills this? This could also add buffs. Make food collection less available and make food have other uses.

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I’m not trying to lecture you, just trying to write a strong counterargument and I don’t feel like I can do it without lengthy explanations for why I disagree. You never know what the devs might read, there could very easily be someone on the design team absentmindedly laying in bed and scrolling through the forums for feedback and ideas.

I hadn’t really thought about it before but I think resetting the food cooldown outside of combat would be really nice and I think adding food cooldown reduction on gear could be a neat affix, that’d give you the option of building a character that wants to go all-in while chugging tons of consumables. Alternatively, maybe they could add a specific type of consumable that doesn’t cause a cooldown? For instance, if you’re poisoned maybe there’s an antidote item that you can pop that doesn’t prohibit you from eating. A potion-type item that you can drink that doesn’t proc the food cooldown could be a cool idea in general.

That could be interesting. I’m not against the idea of looking at the food system just the idea of removing the food cooldown and making no other changes. A system where a portion of the damage you take is permanent until revisiting town/whispers could be interesting, if they add that I think unlimited healing is probably fine. I can’t help but wonder if being forced to walk back for full healing might be an even more tedious system though.

I do think that food cooldown should be gone as most of those provide buffs effects, but food heals should now be a non-stackable regen so multiple instances do not make regen faster. Something like raw ingredients but with more acceptable value.

In compensate, a HP potion of finite charges and a cooldown should be added as emergency heal, which only recharge fully on death/whisper and partially on kills (optional).

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I meant more at any campfire. There are plenty outside of the town. You would need to have food ingredients or something like that and food offers other buffs on top of that. For instance bleed resist if you are in an area with enemies that add bleed or poison for example.

I just keep thinking of how full my guy must be getting when I eat 2 clam chowders, 3 meat kebabs and a mushroom soup in one fight! Not to mention how badly his armour must fit afterwards. Definitely a fat roll situation!

That could be a neat system, essentially an added estus flask with food now giving a heal-over-time and buffs. Maybe they could add buffing the potion with ichor an option and let us upgrade our inventory size with gold instead :sweat_smile:

The problem is when I eat another focus flask by error, so:

  • to prevent to eat flask when bar is full for focus

  • to remove the timer/cooldown to eat life flask

  • increase a lot the size of life and focus: to can at least recover 80%

  • to can have flask of life AND focus in the same time: when you fight against Echo Knight with no enough focus and life, it’s a dead end…

@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.

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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”.

@Baldthazar

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.

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@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.

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You fail to see the issue.

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

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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 :sweat_smile:

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