[Obsolete] Food cooldown feedback, suggestion to change

Yes, I think the fight would be a hell of lot easier if we could heal on demand. But really, is the problem that boss just wasn’t hard enough that they needed to tie our hands in that way.

no, def. not lol

but if cooldown on healing is a design choice i can respect that. that’s why i suggested not to remove it completely, but apply it to the item used, not the whole item category.

would also be a bit more realistic, to for example buff before the fight and still be able to heal if u ate the first charge attack.

Yes I think it’s a deliberate design decision. I’m not a fan of it and never will be though. I still hope they will restore my healing privileges. But in the event they don’t, your solution might be a good work around and something I would be happy to explore.

Great conversation. I had a few thoughts on the healing system I figured I would share:

Eating food in combat to heal just feels wrong. For me this is an RPG immersion issue. It was mentioned previously that we have healing runes and item-based healing stats. I wouldn’t mind at all if healing were rebalanced with a few of these ideas:

  1. No combat eating/drinking
  2. Increase the variety of buff foods (add ones with resistance, regeneration, rebirth, etc) and give them categories that overwrite so you have to strategize which ones you want active
  3. Limit the total number of passive buffs you can have applied - perhaps this number can be increased over time via the ichor system?
  4. Increase the duration on food buffs AND remove cooldowns
  5. Give us a garden system so we can cultivate common ingredients, but let us forage for rarer ones
  6. Randomize the location of ingredients in the wild so we don’t have to make the same trip to that silver ore 6000 times!
  7. Reduce the drop rates of high end foods (I’m looking at your, vegetable pie!)
  8. Create a Heal Aura-esque innate Cerim ability that we start with and balance it in a way that limits abuse so it doesn’t get used as a crutch. Perhaps have it require 50% stamina to trigger, it then consumes that stamina along with all remaining focus and restores 75% health? Or, maybe a better idea, tie it to its own generation meter so, after you’ve generated a certain amount of focus (not tied to your actual focus limit) the ability becomes available.

The goal is to minimize the need for combat healing while improving the current food system and encouraging players to engage in the system.

I made a post awhile back about how I don’t like the timer. I don’t want it removed but I did have a few ideas on how to potentially alleviate the issue so that it is fair.

I’m interested in hearing your thoughts.

No combat eating/drinking

That is a bit too harsh i feel. Nearly every game out there has some sort of healing. Most don’t have HP regen during combat, but u should be able to heal, when u made a mistake. overlaps a bit with point 8. i prefer situational healing on demand (with or without cooldown) over constant healing. imo constant healing or how u call it an “healing aura” makes the player lazy. and it is boring to stand around and wait until you are healed.

Give us a garden system so we can cultivate common ingredients, but let us forage for rarer ones

Not sure how i feel about this. I honestly do not want the 10000th RPG that adds some sort of survival game type mechanic like growing food. I really do not want to build and maintain a garden. But maybe just add garden with respawn-able veggies to sacrament.

Randomize the location of ingredients in the wild so we don’t have to make the same trip to that silver ore 6000 times!

oh lord, please no. what u are suggesting here is not removing the “boringness” of the silver run, but add an additional chore of not only farming the thing, but also first searching for it. for me that has no positive aspect at all. yes its not always the same route, but u might just spent triple the time to check all possible spots. nobody likes walking, and triple the walking is even worse!

Increase the duration on food buffs AND remove cooldowns

buff duration balancing adjustment will surely follow as the development progresses. Same goes for passive buffs on equipment etc.
And the cooldown thing, well as i said. If i had a vote i would rather vote for keeping the cooldown, but changing how it works. Make it a bit shorter and/or apply it only to the used item, not the whole item category…

…or as a new-ish idea (already mentioned here or somewhere in this forum): Potions, or rather the portion crafting and merchant are at this point completely useless. Drop rate of potions is too high, same goes for crafting cost, and they are more or less not necessary at all (maybe focus potion for mages but thats pretty much it).

So why not go the well established way of offering some sort of healing potion that give u a healing buff, like an healing aura or even reduced cooldown for food items or or or.

So you would for example buy or craft a potion, that removes cooldown on healing items and lasts for 10 minutes. problem solved. when the boss is not dead by then, well then jugging 20 more soups would’t have helped either :smiley:

Just cut the timer in half. The devs get they want. We get what we want.

Ok,

So healing aura was a bad reference. What I’m thinking of could basically be a healing skill that’s tied into focus generation and charges slowly based on how much focus you generate. It won’t matter how much focus you actually have, but the mechanic would create a built-in timer the player can influence by attacking.

As for the garden, Sacrament does have a farmer, so maybe they were already thinking of this.

I get your point on resource randomization, but it doesn’t have to be all or nothing. They could make certain locations sure things and others random so you can be pleasantly surprised from time to time.

I personally have never been a fan of healing potion mechanics in games, so I would love to see them go a different route. The absolute last thing I would ever want (not that anyone here has suggested it) is the idiotic system where bosses poop out healing potions at set intervals. Ugh.

Ah yes, the good old boss pooping out ammo/orbs/xp bubbles. Never really understood that either. Always seemed like lazy balancing to me. “oh shit, players can’t win this fight with the amount of ammo we have given in the lvl before. how could we fix this? An yes! make the boss poop rockets” :rofl:

can’t we somehow keep threads together?

I made this post awhile back before these other 2. (Not that it means anything)

But no, there is no way to keep threads together.

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:rofl: i was honestly thinking about suggesting help from the community to moderate the forum. i haven only been active for a few days now (before that i was a silent observer), but i notice, that there might be the need of moderation :wink:

I think people just need to ensure that they search for a topic they wish to discuss about THEN create a post if it hasn’t been mentioned.

Since a bet a lot of ideas are probably lost when multiple threads are created on the topic.

yeah. and i have seen it with other early access projects, that it can help to get people from the community to moderate the forums. Since the devs should focus on coding, not merging threads :wink:

maybe one day i’ll throw another duplicate thread in there to suggest that.

cough cough

Let’s get back to the topic at hand regarding the post. :joy:

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never, that would be too efficient. ok i stop. pls no ban :grimacing:

@RomoloHero I ain’t quite sure how I feel about this.
You mention some aspects that I would love to see but some aspects that I am on edge about, so let’s break it down…

I absolutely agree, I think these “Elaborate Meals” should definitely require more ingredients.

Here I disagree because I think these “Elaborate Meals” should almost be used as a bulk-craft option, this incentivises players to mass collect ingredients and there is a reward for doing so. They would then potentially not be consumed once but instead can be consumed several times.

I love this.. I think it would also be really cool if these “Elaborate Meals” were only allowed to be consumed at camps? (Just throwing out ideas) Due to their nature of rewarding the player with a large buff thus then prevents fights from being really cheesy and prevents the constant spam of the consumable and instead incentivises players to use all the other consumables that are in the players arsenal.

i feel reminded of monster hunter and the “pre quest” feast that gives you buffs as long as the quest lasts, or until you die. If implementing something like this there needs to be more than just a 600s timer, and it needs to be independent of the “in between” heals.

which brings me to a point i suggested in one of the other treads:

  1. Keep cooldown, but instead of applying it to the whole “food item category” only apply it to the item consumed, for example, veggie cake. Time after eating is so annoying! - #73

  2. Potions, or rather the portion crafting and merchant are at this point pretty much useless.

So why not go the well established way of offering some sort of healing potion that gives u a healing buff or even reduced cooldown for food items. So chugg Potion X and cooldown is removed for the next X mins.

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Yeah, I saw the food stack comment and I think that would work really well. Looping back to what I always say…

“It incentivise players to engage with”

It then pushes players in the direction of not only just using 1 type of consumable, that’s why I want their to be a pro and a con for each type of consumable, so there is no right choice.

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@RomoloHero Okay, lets establish something before we delve deeper, how do you envision “snacks” to be used?

Personally I find them to be a quick eat’n’go. They quickly replenish the players health so they can get back into the fight.

Whilst for the “Elaborate Meals”, you state yourself that you want them to…

and therefore should be treated like a feast, meaning that the player would have to sit down to consume such a meal.

Whilst “snacks” consist of consumables such as kebab, berries (going back to our convo about berries being a consumable on your farming post) and other types of consumables that come in snack form.

So yes, I agree with this, that “snacks” can be mass produced.. but I also believe everything type of meal should be allowed to be mass produced. However the difference with “Elaborate Meals” is that they aren’t immediately consumed after consumption but can be consumed several amount of times (example: 5 times per consumable?), the reason why I think this would be fair is due to the nature of only being allowed them to be consumed at camps.