Time to rethink the role of consumables

All I do is play OPR. I don’t harvest or sell anything on the TP. I buy stacks of infused health pots, regeneration pots, and powerful honing stones, and I still end up making money…

I imagine you’re buying these to stay competitive right? So if you dont use consumables, you would be at a massive disadvantage? Its nice that you are coming out green at the end of your transaction, but the existance and necessity of consumables is the main issue.

Edit:typo

1 Like

Im just saying you can buy an endless supply of them and still make money. Everyone should be stacked with consumables. What is the problem? You don’t want to spend the 30 seconds buying them off the market?

If you changed consumables significantly the life staff would become even more overpowered. It would be potentially game breaking depending on the changes.

I get you are being facetious, but cmon now. My problem obviously isnt the time it takes to buy, or even really the cost at the end of the day. It’s that in pvp situations you are at a disadvantage (not just minor) by NOT using bought food, potions, gemstone, honing stones. Call me critical, but it does not create engaging gameplay nor Is it difficult to pull off. All you are doing is creating an arbitrary price to enter without any actual benefit other than “if I don’t have it he does”.

And 100% you would need to change aspects of the game because of this. This game hasn’t even done ranked, and there are going to be MANY more things they need to change to achieve balance. Having a combat foundation that requires the use of consumables is not a good one imo. Make combat flow the main thought, not “making sure to use your gemstone dust before going into a fight” a part of the decision making process.

1 Like

I get what you’re saying, but at the same time it sounds like you are just not prepared for battle. Before I start pvping, I make sure I have attribute food, health pots, regen pots, and honing stones. If I don’t have them, I buy them. It only takes a few minutes to prepare for hours of gaming. And, as I said before, despite only pvping and buying consumables off the TP, I always end the day with more gold than I started.

They’d have to change so much to balance any drastic changes. It’s easier just to take a moment and make sure you are prepared to fight.

Additionally the aforementioned consumables are a big part of the player economy.

With that said, I wouldn’t be opposed to slightly longer cooldowns on heal pots and mana pots.

Consumable are utilities that enhance our play and it’s fine as it is, but it would be nice to add one that removes crowd control, but of course have a decent cool down so it can’t be used all the time.

The way you can spam health pot is ridiculous, i really would like to test PvP with 1 health pot per fight i think it could be way more interesting all modes combined.

2 Likes

I’m kitted out in consumables (infused pots, powerful shining, gemstone, etc) but I still think its a terribly implemented system. Yes it’s easy to press buy and use, but no it does not enhance gameplay.

Also, to be fair, drastic changes are the bread of butter of this game haha. Idk if you know the development history, but we are currently playing a game that was Remade twice and thatkept systems and balances from all of 3 iterationsThe result: what we have now, which is a bunch or bandaid fixes and mechanics that were meant to fix things that are no longer in the game. But this is getting off topic.

I think we’ve said our spiel to each other, Thanks for engaging my dude!

1 Like

This is why potions need realistic cool downs.

2 Likes

There should just be an arena vendor you can use before the fight. Everyone gets like 100 points to spend on whatever they want. Attribute food, health pots, mana pots, etc. Cannot use foods from outside arena within the arena.

I disagree on it being fine as is. Utility should come from weapons and skill trees, not consumables. At least not in pvp, but really not in challenging pve content too. Casual open world can be more open to cheesy stuff, but not at the higher tiers. Its gimmicky and only sets the devs up for more headaches in balancing

Thats all i want as well.

I get that different play styles/wants means different views on consumables.

But i enjoy the edge of being prepared or not prepared on consumables and timing!

To me consumables are like my gear-armor/weapons/jewelry.
I have to have the right gearset on to be at my best for fighting.
I have to have the right timing/gear of consumables to be at my best as well.

I’m not in favor of cookie cutter easy everyone gets this combat.
The change of more rapid healing/mana when not in combat was excellent.

This, 100%. People have no trouble spending dozens of hours grinding for gear and dont think twice of it, even if its just for a small improvement. But asking a player to spend an hour farming (to make a consumable) or spend gold to buy one and its like the world is ending.

The simple fix is to make consumables infinite in opr and arenas to allow for more casual play. (or sell them for azoth in the battle shop)

How is grinding for perks and stats on weapons and armor (better gear) any different from someone grinding to use consumables or high tier consumables. Unless you are advocating for people pvping in identical gear as well?

Cannot believe that people actually get blighted in gen btw. Like unless there’s a freak accident. It should never happen.

I agree with you on some points, but also agree with op about stuff like oakflesh balm and honing stones.

I really do find it weird that something that “differentiate good from bad players” is literally having expensive consumables. It just don’t ring right.

1 Like

I would do people so dirty.

better if using absorb potions in alot of cases rather than dust.

Starting with the first list, my main gripe is mana. What is the point of even having a resource if you just circumvent it by using a pot every 10 seconds? Either remove the resource, or give them a larger pool that cant just be regenerated as eeasily. Granted this needs a lot of work (no easy fix) if changed to balance the game because str/DeX would just spam where mage couldnt, but the fact remains that it is a completely pointless and arbitrary mechanic as it stands with the mana pots.

If I remember correct, mana issues were big in the july beta, so they changed that mana regeneration or consumption would be very low. Thats why pots, became overregenerating.

As for attribute foods, they are so necessary that its just expected. By this point, just allocate the extra 40 points into the normal character build. Kind of the same thing with honing stones, just remove them or buff damage all around.

Whats the point of the food then? They already made passive regen buff which regenerates insanely. Then cooking is not needed, because crafting is also kinda waste of money.