I’ve lost count of how many times I’ve died to debuff waiting for the counter to heal again… it’s starting to annoy me!
Right, it’s so pointless it’s not hard it’s not challenging nothing really happens either there no point to it, they even reduced repair cost so its passified gameplay because you have to run back to where you were again.
Annoying for no reason.
Maybe not get rid of it completey but 20 seconds is pretty long.
Not to be that guy but… skill issue bro.
Not everything has to be changed because it feels inconvenient at the moment (looking at the recent change with housing). Strategize on food items that you use. Maybe the extra stamina or focus from some can help give an edge during the cooldown.
Chew onto the slow hp regen food picked up from the environment like mushrooms, potatoes, berries etc. Less hp sure but the cooldown is much faster. You can also put a healing rune on your weapon for an extra heal.
You aren’t meant to be healing constantly, hence the large cooldowns. Gotta get better at blocking/parrying/dodging. Learn enemy patterns on when it’s safe to gain some distance.
You play your way, let others get to play their way. If you don’t need food/healing items to play it won’t affect you if there’s a cooldown or not.
Wrong interpretation. Of course I need healing.
The way we play shouldn’t become even more forgiving because people refuse to pay attention and/or use the whole pool of options available to them.
There’s already plenty of people bringing up how easy the game is because of the plethora of healing and ease of crafting it. You practically never run out of it after a point.
If they make the cooldown for food items 10 ~ 15 seconds you bet there’s gonna be an outcry for that too.
IMO at the very least this doesn’t feel like a priority of things to look into fixing/changing.
They obviously could make it so you can only carry with you 20 food items at a time when leaving Sacrament.
Food buff makes sense having cooldown cause you won’t need them in a while and would be only exception as additional healing item.
Most game let you heal as you need and none is complaining about Souls-like or Diablo about that.
Why should a strategic choices be taken away in Wicked? So it should very much be looked into.
As I said, it really wouldnt affect players who don’t like to rely on healing items if that is their style of play.
This is a fundamentals kind of thing. They aren’t going for a complete soulslike or Diablo kind of game.
I get where you are coming from, having played all souls games and beaten them (Sekiro included) but I’d say let’s watch how this whole healing system ties-in with the expanded map or even the full release. That said, having played all those games, I struggle to see how your cookie-cutter healing pot is more of a “strategic choice” than a plethora of food items with different buffs which all come with a steep cooldown cost.
They specified that they wanna make THEIR dream game and we should respect that. I don’t agree with your last point by the way. Making healing easier/more convenient will absolutely affect everyone.
When a game has one and only difficulty option, a player’s impression on the game’s systems is made by actually using said systems. If a system is made more convenient and especially healing, it is going to affect difficulty.
Why would I handicap myself because healing is made easier? We use every resource that is given to us in order to overcome obstacles. Do you see what I’m getting at?
There’s no skill issue btw. I got 70 hr with a two character at 30, the game isn’t hard, it’s just pointless its passiv gameplay and becomes boring. Plus it would help players if there are players who struggle and help the game develope as it attracts more players.
The games slow this way. If you make a mistake you can quickly get back in action if you heal when you need to, developers shouldn’t force a specific stratic gameplay on players but give options. This happens in Souls-like too, plenty of people who play the game without needing to heal, they dodge everything or learn to parry, if you want slow and steady go for it, but if some wants fast gameplay they should have the option and don’t have to stand around waiting. It is an action game after all.
It boils down to options for everyone.
I’m also coming from a lot of soulslike games, and a lot of hardcore ARPG runs, but I agree with @Jinpaw that the healing in its current state feels not great. I’ve very rarely encountered a game that puts a CD on the healing when it isn’t spell-based. But more than that, here are a few reasons I think it should be drastically reduced if not removed:
- If you want to get the buffs from high-tier food, you could just be sitting around waiting for the CD, I don’t want to wait around forever just so I can buff up.
- There is already an eating animation, making you have to be at least moderately mindful of when you can heal.
- If someone wants to eat more, they’ll burn through more resources. I think that is another big enough trade-off.
- I rather this game be more accessible and high the more experienced players have to self-impose some challenges if needed. Catering to the vocal minority of “top”/meta players rarely works well long-term.
Jinpaw this doesnt work on “playing your way/my way”. this is core balance and design aspects that cannot fit everybody’s taste.
remember a game for everyone is a game for noone.
Yes, again it is pointless, some food buffs give you stat increase for 60 seconds and if you activate a second your first food buff will only have 30-40 seconds left. Combined with slow careful gameplay you barely get anything out it. Take the Echo Knight for example, that fight last way to long for those buffs to have any affect and why buff if you either have to stay back and wait or die trying?
What are talking about? Souls-like does it, Diablo does it and Wicked is inspired by those games.
And why you commenting like you own the game. It is EA. We’re giving feedback and suggesting a change that could bring more players to the game.
Alot of people try to challenge themselves when playing games and with time alot people don’t have to rely on healing items as they understand the game better.
Again it is about options for everyone.
not too sure about that “doesnt work well long term.” if youve played soulslikes you should know they mostly cater to hardcore players and have found immense and long lasting success.
still, i think the issue with the current healing system is not inherently the cooldown or the fact that you can carry many healing items at the same time, but the way that everything surrounding it works:
stamina, spacing from the enemies, enemy ai reacting to you staying away from them, the amount of time required to consume a healing item (which i actually find to be a very fast animation cycle considering how slow the game is)
and other stuff.
still, i personally do not enjoy cooldown on healing and no healing items cap per fight in any game, but the solution definitely is not to reduce the cooldown. that just breaks the game completely, believe me on that lol.
i’ll tinker with some ideas and come back to this thread
am i missing something? what does a soulslike do that diablo does aswell?
specifically what do you mean in this context.
why are you so pissed, if anything, damn. im just telling you that a game cant fit everyone. and if it does, its a shit game; it means theres no definition to it, that nobody will like everything about it but everyone will hate something about it. thats just how it goes. also it was stated clearly by the devs that this is not a game made to be for everyone, to support my allegedly “pretentious clais as if i own the game”.
If anything, I’d say the games have just gotten more accessible to a broader playerbase though over time with less brutal mechanics—especially if you step away from just the Souls series.
Also, I still think a reduction in cooldown is a viable option. “Believe me on that” is not a real great argument against it either. What if they removed the cooldown, but slightly increased the animation time? Or perhaps balanced it so that there is no cooldown while out of combat so you could buff up without wasting half the timer trying to get a second one?
I’m not saying it needs to be 100% gone, but the current timer does not feel great.
@JPthePirate yeah fair, i agree with this.
correction to my previous post, “if the cooldown is reduced then something more interesting and engaging should compensate it”; thats more what i was thinking than “just trust me bro” lol. i like the idea of longer animation commitment!
do you think it should be removed completely, the cooldown i mean. because i do agree that its not fun, and probably there are more interesting solutions
Your able to play as you want - you either rely on healing items or you don’t by dodging, blocking or parrying.
And they have to cooldown on healing items witch is the main topic.
They could make cc like knockdown and knock back cause a cooldown.
I really just don’t see the big fuss about the cooldown.
not how it ends up working. what players will actually do is optimize the fun out of the game, abuse the overpowered healing, and wonder why theyre not having fun.
if you give the player a tool, he will use it to the best of its availability.
if it was that simple anyone could design GOTY games in a month