Dear developers I have great win win situation for you concerning the food and utility buffs. (and a small part about weapon slots)
4 weapon slots, now this would really improve on how game diversity works.
Like now you have to go every time out of combat in you’re inventory to swap out a weapon (like on mesmer only running skill comes from focus) so if you run a gs, sword pistol build no running skill for you unless yo go out of combat change the weapon, than change again before going into combat etc…)
(it would also improve on general gameplay like swapping to staff instead of gs would be fun from time to time)
Now the win win part:
Add 3 extra slots like the utility slots.
3 extra slots where you can choose the food buffs, utility buffs and alternative fun items like bees in a char, or weapons you can consume etc.
Now this last one would be really fun to have and specially if you implement it like this:
1) make extra bank slot where players can stack the food and utility buffs and fun stuff like they do whit all other crafting items.
(now they end up in guild bank or people sell or delete them so they don’t waist space or only take in a dungeon what they really need)
2) add 3 slots where you must choose out of combat which ones you load and willing to use so when they run out you don’t have to open inventory in mid combat…
(i place them now on the first row of inventory make inventory really small and place it so when i open it i get what i want and its not messing up my views on the combat).
3) ad a recharge time of 20 sec to it so people can’t spam the skills.
the benefits of this:
People will start using more the foods and the fun extra’s in game
they will not have the trouble between choosing to use something fun and die while getting it out of inventory
it would be good to switch out chars etc and improve on game play whiteout traveling across the entire map to get one item. before joining the dungeon or story again.
like its really fun to trow a jar of bees on a foe to keep him busy while you have to wait for a bid for skill to recharge or you just want to pass him… they only do 12dmg per sec but on top of the conditions stacking on my mesmer there really great… and fun to mess whit but now i have to choose between looking in inventory and focusing on the battle.
now this little change would make the game much more fun to play and will make people think more about food buffs etc… on a easy and fun way
And would give you developers a good way to control what can be used in dungeon and what not.
like we know you don’t like us to use the invisibility consumables or the portal gun for dungeons and make content easier or skip them.
so you exclude those items from dungeon or nerf them for the entire pve world
but it would give you a easy way to limit what users can use in dungeon by just not letting them show in the list based on the location, rather than nerving them for the entire pve world like you did on the invisibility consumable making it complete useless.
And if you make it so that when you buy it it goes strait to the bankslot and you are not able to put them inventory it would be really easy way to control where you can use each item by simple making you have to select them like we do on utility skills).
Which over times means that players like us who love to skip everything don’t punish people that do every content because there fun stuff gets nerverd (like recharge time on the invisible kits)
So pls next update implement this one, would take out so much frustration like kitten its still in bank brb logout wp, get them out of bank, rejoin dungeon or use the bank access items or go like wait weapon swap next fight kitten forgot to swap back again..
Or like wait foe i’m searching my inventory so i can trow a jar of bees pls go kill sombody else while I’m looking…
Anyway, its a great thing to add to the game, will save lots of player frustrations and will give you the perfect way to control what players use to do content in dungeons etc. like for example char of bee should be perfect usable in dungeon but than port guns to skip the entire dungeon to end boss not.
so its a win win for both so no other choice but to implement this system…