Chef Archive
Thread: Tiggs answered a question. Looky
I suspect that the non-stacking is intentional, and here to stay.
With doc buffs being limited to 10% (long term) and 20% (short term) of player health, the Dev's are clearly trying to limit the health range of characters. I suppose this is understandable, as it becomes very difficult to "balance" the rest of the game if player max health varies too widely.
As a developer, how do u decide the difficulty of a mob if player A has an unmodded health of 3000 and player B has just eaten3 Kiwik's and drank 5 Caf'sand has a health of 5900 ?Set the mob difficulty to reflect the 5900 health of player B, and player A gets massacred. That would just take us back to "mandatory" buffs again, the old pre-CU problem all over again.
The fact that we ended up with 17 foods affecting HAM in one way or another is probably because it was a quick-fix due to time constraints on what could be changed with the CU. A better solution would be to change half of those foods to buff the various new abilities that the combat professions have received, such as making the KDspecial movefor carbineers more likely to succeed against higher level mobs, etc., or having the the food do a temporaray upgrade of a special from the "improved" version to the "advanced" version. This will be a great help to template dabblers and people that are grinding up a profession tree.Perhaps even have foods that grant a player the temporary use of a special from another profession ?