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Rework of Food Concept

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
Due to food being overpowered as is and in the future receiving a nerf, i though i would change the concept of it a bit.

Since kain said in the future they are going to be nerfing the amount of healing food does, this presents the fact that food can be modified to the point where they dont heal at all.

With this at mind you can combine food with a skill, making it a regent needed for a mmo potion style heal with a warmup and heal-over-time effect that breaks on movement and damage. That way you can make the harder foods to obtain heal more over the period of time, similar how mmo's have the more expensive potions that heal for a lot more. But not be used for in combat.

You could also use the same concept with the mmo style pvp potions. The ones that have 5min cooldowns and never heal more than half your health.

Since this applies with healing you can also use it with mana. Most warpup/heal-over-time potions regenerate health and mana in most mmo's anyway.

I believe this system would help balance game play once the damage and health modifiers are finished.

-jwp, Out ;)
 

Nuin

Legacy Supporter 5
Joined
Jan 12, 2011
Location
NC, US
Interesting. I can't comment on whether or not it could be coded, but it sounds quite reasonable. It would prevent people from spamming foods during combat, which is ridiculous if you think about it.

It would also be nice to see certain foods restore mana instead of health, perhaps mushroom stew, so that the cooked porkchop could retain the top food title pre-1.6.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Our thought process is...
Everyone will have different health values based on their class AND level.
Healers will be the choice in combat and non-combat healing, but food will do a set amount as well just not as much. It won't be good to spam food in combat as it is now.
 

RedKhan

Soulsand
Joined
Jun 21, 2011
"Everyone will have different health values based on their class AND level."

Excellent, here's hoping the differences aren't too wild from class to class.
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
Our thought process is...
Everyone will have different health values based on their class AND level.
Healers will be the choice in combat and non-combat healing, but food will do a set amount as well just not as much. It won't be good to spam food in combat as it is now.

Well this is why i though my version would be better, if food is nerfed to the point where it wont be usable in combat then it would take alot of food just to get back to maximum health out of combat. If food is still able to heal out of combat fine then it prob isnt nerfed enough to make it second choice to a healer in combat, unless healers got some majorly OP heals for combat.

My system makes it to where food is still useful out of combat but useless in combat, it also adds the slight vulnerability effect to healing out of combat and not being able to move to check your surroundings while you heal.
 

R3xz

Glowstone
Joined
Jun 10, 2011
I feel what we could gain from Jw's suggestion is that when we tie food into skill-based healing, it could allow for limitation on how often we could heal without going into too much further coding. The limitation will prevent people from spamming food and be invincible, and they would have to rely on a healer instead.

However, i feel this type of time limit on food/potion is best implemented after the HP revamp. More HP and longer battle would mean healing items that are spammable should be eliminated, that is the perfect time to introduce this kind of system.
 
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