Content Patch 0.3.0 - Consider Food & Drink Items

For upcoming content patch 0.3.0, I would like to propose to add food and drink consumable items that replenishes life and mana for your character (disappear upon use), granting a temporary buff. The higher tier food and drink items are rarer to find, but also have bonuses to max life for added survivability and bonuses to max mana to increase mana pool. No farming or cooking required.

Food and drink items would be purchased from Food & Drink Vendor NPCs in town, found in containers throughout world or dropped from monsters. Food and drink items adds an extra touch of authenticity to the world. There would also be a Provisions Satchel that holds your food and drink items.

Food Consumables
Right click to eat.
Bonuses: Life Regen, Maximum Life
Duration: 30 Minutes
Items: Bread, Fruit. Cheese, Fish, Roasted Chicken, Leg of Lamb

Drink Consumables
Right click to drink.
Bonuses: Mana Regen, Maximum Mana
Duration: 30 Minutes
Items: Water, Milk, Coffee, Tea, Wine, Whiskey

Provisions Satchel
Adds 10 Inventory Slots
Only allows storage of food and drink items.
Zuletzt bearbeitet von CharlesJT#7681 um 22.07.2025, 15:08:27
Zuletzt angestoßen am 27.07.2025, 05:21:19
No.
Last thing I want is more things to click and more items to manage.

It will also make those life and mana regen passives useless.

Fix what we have before adding new stuff.
-1 lol
+1000 a true RPG should have this feature.
+1
+1 it reminds me the old good days back in 1990. Golden decade still teaches lessons in next generations.
+1. Marvellous idea. Also bring statues in town wich will buff daily the modifiers.
I don't usually disparage other people's ideas but in this case I'm gonna lay down a hard no - this is similar to the idea of persistent increases to player power dropping from bosses (eg. the +10% to fire resistance from BlackJaw during the campaign) but gates it behind RNG - the consumable aspect is just window dressing.

Leaving out all the complexities trade would introduce to this, it's just straight power-creep that also inherently reduces affix-variance constraint pressure on gear for endgame characters.

Then there's temporary - what stat, how long, how much, why is it different than a flask, etc.

I don't think it's a great idea to be introduced as a random-chance feature for obtaining player stats nor is it an interesting way to obtain them and I think the consumables they have when you beat bosses in the campaign is really the proper way to do a consumable persistent buff.

(On that note, the +10% to lightning resistance on the way to tor-gul also feels cheap - you just press a shrine? Why not just make it a consumable reward for beating Tor-gul? - something feels half-baked there.)

+1000 We need more bufs and this is an old good style implementation.
-1

WoW still exists. It's that way >>>

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