While I am yet to play using the new changes, based on what I have been seeing, I am inclined to agree with you and @vyanie. It does not appear to be a desirable change to me. Not only is it a time sink when many of us already have limited play time each week as is, your points were spot on.
It completely destroys any value in harvesting rarer, high tier food such as haunch, makes finding T4 Cook thralls and Specialist Cooking recipes border on pointless, and reduces cooking to a mere novelty activity. There isnt even different levels of the āSatedā bonus. For example, why cant lower tier foods offer āSatedā, while higher tier foods offer a higher regeneration rate titled something along the lines of āEnergisedā. In my books, if a person is prepared to invest time and skill into killing and harvesting stronger enemies for Haunch, then combining it with other recipes such as Soup to craft a Hearty Stew, then to me, that person has earned the right to a more powerful healing effect through their grinding and hardwork. Our rewards, ie-our healing rates, should be proportionate to our efforts. I do NOT feel that it is either fair or reasonable that a person eating Gruel or a Handful of Insects recieves the same healing effect as a person eating Cooked Abysmal Meat or Hearty Stew.
I think a Food Rebalance next would be nice, but with either longer Sated buffs, or alternate effects. I donāt think any more healing outside of longer lasting sated should be applied since it would just replace potions. But maybe food that increases encumbrance or damage, or stamina usage by a percentage. Outside of flat stat buffs.
Agreed, why spend time harvesting and cooking, chasing down recipes and tier 4 cooks now? This has to be a mistake, another āits not broken, lets fix itā oops by Funcom. I would assume they will admit they made a mistake and change it back.
Just wanted to add my voice against the new changesā¦or at least asking for a server toggle allowing for food to heal. A friend of mine and I picked up the game this past weekend, have our own server, and were enjoying the first few days. We felt absolutely stopped in our tracks after trying out last nightās changes. With only two people, the new healing makes exploring, fighting, and healing an absolute grindfest and instead of engaging with the content, we found ourselves skirting around it. I can see how the changes make sense for PvP or larger groups, but the mechanics of it just donāt translate to small group play.
Hoping it gets tweaked as we are otherwise enjoying the game.
I agree that they need to provide some meaningful benefit for food. Higher tier sated buffs that further reduce downtime make sense, but at some point would undermine the thinking behind the regen nerf.
Starting out you have no encumbrance, needing 100+ bandages because you canāt make aloe potions (that weigh even more) until level 15. Food is pointless now, just eat cooked unsavory fish (because ichor) and dump everything other food you find or harvest because you canāt carry it anymore anyway.
No wonder they have thousands of Aloe plants on Siptah, you need to harvest it constantly now.
The BS thrall system and all the changes will probably see this map die out after the novelty wears out. Not really seeing the point myself at the moment.
I donāt mind the change. It definitely isnāt my favorite, but it is new so it will take some time to get used to it. Once they change the weight of bandages it should be a lot better. My biggest complaint is that cooking seems pointless now. And the sated buff is nice as it does give a small heal over time, but eating food takes away more health than the sated buff returns most of the time. The change does make combat (in PVE) feel a bit more scary, as you need to be careful not to accidentally get more mobs on you while you try to heal. Just my 2 cents.
I was thinking about the same thing. What is the point of having a GAZILLION recipes that basically do nothing? Plus the choice of healing mats is ridiculously low.
Thatās really all I want, I am not a huge fan of the healing I will get used I to it I suppose, but I would like to have a reason to actually need a cooking thrall and actually have a use for the higher tier foods because as it stands there is no point in even investing the points in to a camp fire, gather bugs your good make bee hives your good,
Make food useful in some way if not healing, then stat buffs like to str survival and what not like eat an exotic feast get +2 str for 20 min or what ever, there is about a hundred things they could have done with food, night vision, water breathing
Healing from food will be back in a next hotfix I think.
May be 50% that it was before, so you can heal from food but for fighting you have to take potions for fast heal, and bandage after the fight for full heal.
While i agree that the food is kind off useless and pretty much only RP related, aside from having to eat to not starve of course, i think this changes are good and must stay.
Passive healing, spaming healing items, stacking healing sources were something i did not like at all, not for a survival game. Healing should be something that you do Out of Combat, not while you are swinging your sword, this makes the combat more dangerous and not to be taken lightly.
I do not say itās perfect, with it some other changes must be done, and i wish they change some of the behaviors of some enemies when they attack you, but first, what was used as a healing item before, now has to be something else. I suggest that foods gives the player some kind of buff, just like thralls do, letās call it food buffs, they donāt stack with each other but can be stacked with potions or warpaints, this way food would still be appreciated and sometimes needed, for climate protectioon, build min/max, etc.
I understand that the weight and time to craft are kind of excesive but they have to be in order to mitigate the abuse of its uses, i believe this can be changed to something that doesnāt feel like a burden.
Iād be more interested in the survival elements and making entering combat a more considered decision IF things stayed dead, but as it stands, I kill 3-4 apes, go kill 1 or 2 on the other side of a wall, and by the time those two are dead, the first 3-4 have respawned. Thatās not really survival-y either, quite frankly if I have to kill the same garbage mobs again and again and again. Those combats are already a grind and making that element even more grindy/dangerous/time- and resource-consuming makes exploration onerous instead of interesting/fun and combat far less fun. If I have to do those things (and I do because I need the resources from them), then I need options that make those processes sustainable instead of me fighting a couple of combats and then having to spend half an hour finding/harvesting brimstone and aloe.
Iām fine with the healing system changes staying as is. Iād just like to see some kind of toggle for individual servers to allow food to have some of that regenerative quality once again.
Normally I would agree with this and still kinda do, BUT they changed it in the base game as well whether or not you got the dlc and that is not a pre release so can we really use the excuse of āwell its just a early access gameā if they are making changes to the base full release game as well?