[Obsolete] Food cooldown feedback, suggestion to change

have you played and monster hunter game? i understood the feasts, like a “pre adventure buff” you ude before you venture out from sacrament. so you can only eat them in the canteen. but then you get a buff (e.g. increase max HP by x%) until you die.

and the snacks would be the potions you use, when in fight, but u sadly got stomped by a massive hammer attack.

and for those snacks a cooldown or some sort of limitation should be there, but these limitations should not appear to all of the healing items.

plus i want to make the poor potion guy matter. so why not give him a recipe so people who want no cooldown at all, can craft a potion to remove those cooldowns for a set amount of time.

this would pretty much fit all needs?

haha, you really seem to be pushing for the potion guy to get more credit for his job… I suggest making your own post about it so it can get its own attention.

i think he already has like 3 or 4 posts.

but i really think he needs more love. he is super under appreciated.

and hey, why not combine all the things we already have, instead of re-inventing the wheel?

I have not seen any post regarding him being under utilised. Maybe you could create another post and link the originals if there is other posts regarding him?

Cause currently we are kinda off topic.

puuh i might have “overdid” the thing :rofl:

I’m against arguments like these because if you’re just 1v1ing a mob or 1v2ing some weak mobs and you’re so unconfident that you’ll pace around them for TWENTY whole seconds or more then I’m not sure there is anything the devs could do to push you into an active style that doesn’t involve you just bashing your head against an enemy ala soulsborne.

I don’t want to gatekeep either but I saw your comment saying you’re level 8, a lot of players haven’t even fought a 2nd boss by that point yet. That’s like fighting gundyr & complaining about only have 3 charges of the estus flask. The cooldown actually becomes scary when you’re locked in arenas or the only exit is a ladder that you don’t know if you can get up in time to avoid dying. You pace around but it’s with desperation trying to stay alive on like 5 health because even catching on fire + DOT can kill you.

You must be heavily mistaken about what is going on here. If you are here to have an argument, then you are in the wrong place. This thread is meant for conversing with others, understanding their opinions regarding the original post, and brainstorming ideas for improvements.

From my interpretation of your message, all you have basically said is that it’s a “me” problem.

Instead, you could converse and share your opinion on why you believe the current system is fine the way it is and potentially suggest ways you would like to see it change.

i think you misunderstood the points made here. i think most people are used to healing without cooldown, for example chugging 3 estus in a row until they are all gone, then you either win or die and have to rest at a bonfire.

i like the (almost) unlimited amount of healing items you can carry, but having a cooldown, so you don’t spam them. but i also understand, that 20 seconds can be super long, especially in the current late game, taking into account, that when you buffed before a fight, you can’t heal when you instantly get hit for whatever reason.

so we tried to find a compromise. keep cooldown but change it, to only apply to the item used, not the item category, or remove cooldown and limit the mount of healing items you can use. and some things in-between.

and i am also fully aware, that these are just suggestions, and the end result may still vary, depending on the developers creative freedom.

at the end of the day, i trust the project to do it right for its intended purpose.

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So, you want to treat consumables more like an upgrade rather than just another option when it comes to crafting consumables?

I agree, I want there to that sense of reward; rewarding players with the bonus/buff for collecting said ingredients but, you need to ensure there is a balance between such, if you make the “elaborate meals” too buffy then it won’t incentivise players to use the other types of consumables.

I would personally prefer the short duration buffs with multiple charges. What do you think of the idea about using them only whilst at camps? Because if you only made them available for use within Sacrament then it could have the negative affect of players not using them as much (it depends on how many times a player goes back to Sacrament)

I actually think the different types of food can easily be linked to Gordon and you unlock a new type throughout the game.

As the title suggests, It would be nice if the cooldown is only active, when you’re in combat. Some foods buff your maximum stamina/focus/health etc. and having to wait several seconds before you can use another one is kind of annoying, when you’re just waiting & preparing for a boss fight standing outside the boss arena. Especially Echo Knight.

Don’t really see a reason why it has to be as it is now.

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please refer to the other posts about the food cooldown.

Keeping suggestions together helps making this forum more convenient for everyone, and topics that are important might get more traction if combined.

I will link your post here:

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.

The restriction is just fine IMO. Not mentioning how stupidly overpowered ranged/spell stuff is, or even parrying for that matter.

Anything that makes this game easier at this point is a bad idea. It’s already trivial enough (as of current state).

Personally, I find myself more focused on when I can next heal rather than fully engaging in the fight.

TBH if you are finding yourself doing that, you should maybe learn the enemies more thoroughly instead of eating damage you shouldn’t be.

As for other suggestions,

  • ad.1 sounds fine, no complaints;
  • ad.2 I’m kind of indifferent to that; not a system I’d use much but I see no cons
  • ad.3 disagree, see above
  • ad.4 IDK, it smells like a prescription for even more cookie-cutter builds material; and for sure the game doesn’t need more of that …

Ahh, alright. Will do!

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I opened a post about some concise options, could be up your alley.

My angle: Why not both?

I like options with clear pros and cons. One for spammers, one for CD with huge effect lovers and one for preppers who don‘t want to actively heal at all during Combat.

I personally can imagine myself liking all those options and playing different builds / play styles to match. :smiling_face:

Check out my post if you like:

I’m abit confused by what you mean here?

Sorry didn‘t mean to confuse.

I meant both - Tactical thought out use of Food and fast, spamming for quick heals type of food.

Variety, in a similar direction you‘re proposing.

I wasn’t proposing one or the other, I agree with your post, I would like to see different food types (Although, we have different opinions on how they should work)

And ofc, I still don’t like the consumables timer, that’s why having different food types will help negate the issue.

(Just because I state I don’t like the consumable timer doesn’t mean that I want it to be removed; please properly read the thread so there is no miscommunication)

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