#Alchemist
1 messages · Page 2 of 1
my complaint is just there isn't enough alch player on balance team
There does seem to be big differing opinions on what is fine, watching the 40 min silvic quarry did not seem fine
Would you mind sharing a preview?
bag alch does not need a nerf
The last time we had one it got gutted for several months
infact it needs buff in r1 and r2
i do not have anything recorded nor am sure if i would be allowed to, but bebu could share their experience since they helped me test for a while
i think that would be allowed
Hi
Is it live on stage?
I don't think Icy did anything particularly wrong when actively clearing, I thought taking arcanic was a pretty bad choice but there's no good delve mods
like the EU node or something
i did test with 25pt tho
Was apoth tested or just harb?
i tested apoth with kio's build and bebu tested harb
Its been pretty fine, tho I haven't tested r1 and r2 harb
we did teal for r2 bebu
I know I have really strong opinions on balance when it comes down to Alch or Reaper but
Well yeah but as in I didnt test apoth on r2
I'm not trying to be rude but its like people making decisions doesn't even spend time to understand how alch functions before doing changes on it
the alch rework away from pot on kill was built by an alch main, the further tweaks the same, and the plans for this one initially were i believe, and then bike joined in and did the implementation side of things
Removal on kill felt awful because pot economy got removed, however we did appreciate the fact for regen at that time
(gemini)
Gemini is the same person or someone else?
i wasn't actually playing when pot on kill was a thing but i feel like that could be an interesting thing to explore again maybe
It often feels like talking to a wall when talking about alchemist
for now im just tweaking numbers and reporting to people on balance
bezoar exists
The issue is that it would struggle in higher point delves
gemini being the first rework away from pot on kill, then the couple followup changes, and then this one i think went by them and then bike implemented/tested
I personally liked old alch system of killing mobs regen'd pots. Passive regen imo just seems to increase brain dead-ness. idk
In my experience with harb on r2 and r3 its really strong, I don't think its a big surprise since harb was borderline fine on some instances in current patch, and so with buffs it can even afford to play in ways akin to pre rework
Gemini's ground rework was solid, numbers were off
what about bezoar? those are added pots
Bezoar did as well
pot regen on kill
More "in the field" testings like being able to clear a poi or dungeon relative to other classes gives the impression that alchemist needed more time before the release. Yes alch has the best aoe delivery in the game, but it also needs to meet some minimums that don't encourage using another weapon because your alch bag is so impotent
But I dont think people care that much about harb being fine since it wasn't the really nigh unplayable spec
Unless the skills reflect supporting this
yea, just addressing this whole lack of alch mains on the team thing... there aren't many, i fled with the inferno nerf, but don't think any alch reworks have not had alch mains involved in the process
pot regen methods are fine in current patch, pot consumption however is completely botched
I generally would suggest for a class like Alch to involve the community more
in general balance team talk with community a lot less since monarch left
Even though some opinions are scuffed, the class has a lot more variety
it feels like
monarch did have a lot of time on his hands, I try to pop in here and there
If your Alch build is trash you will struggle on the class more
Apoth got a new thing with the buffs so it can deal better with hitting like a wet noodle, and the dmg buff in general made it feel fine
Perhaps in #gameplay-discussion , and I don't know how much Spy is involved in balance, but the outreach for mob feedback is very much appreciated as a more formal outreach
I think a lot of people would be satisfied if the class was playable, in the end I would love to see a bigger rework and I'll gladly contribute towards it
Tho discretion of the fact I dont play apoth and I am not a huge fan of its playstyle post rework either
🫡 
I trust that the class is going to be solid next week
Alch on its way to be reworked for the fifth time:
^^
Its basically my worst fear before rework
yet again i think the groundwork was laid out for something super cool but it missed the mark on launch
just needed more time in the oven
The community has worked before on an Alch rework and they'll gladly will pitch out ideas and how the class is played in general
Pretty much
The lack of meaningful enhancement changes also stings very badly
It was a very well talked about issue since R3 release and seeing... Almost nothing change... Hurts
it kind of sucks to see alchemist being turned into what is basically a crowd control class, which is what mage was once supposed to be
before it became a nuker
like before this week I want them to rework alch because AA is unhealthy, but I also fear them fucking it up because they dont know what they are doing
Brutal is new, I guess, but AA is repurposed old AA and just come out as bland damage band aids
what do you think about my ideas?
With the reasonable amount of work it took I am happy with the rework, still wish something else and grandiose could occur but I dont dislike these nerfs and general ideas behind it
"don't know what they are doing" is always going to be a subjective opinion
Haven't looked at the enhancements, I looked over the pot bags in the post you made but didn't feel like commenting was meaningful with second rework is imminent
As someone who always felt harbinger was the most broken r3 thing
This is what people need to trust more
I mean if devs pull the number from pre update alch they wont botch damage this hard
What if something like a beta server was opened where some players could test an upcoming big change to the game to help with issues like what happened this time. ofc with the idea of no leaking it. (and nameless items so people wouldn't get upcoming knowledge)
I've also questioned before "why not make inferno alch less effective?" but there's also technical limitations y'all have to keep in mind
its like they are pulling stuff from thin air
Inferno alch got removed for a reason
(not a lot of players; like a small allotment maybe from patrons?)
Especially plaguebarons.
I don't think dot alch is becoming op in forseeable future even with the damage buff I suggested
yeah I pulled all the numbers out of my ass, white bag will have 20 damage next week
Yeah it was really damn satisfying burning everything into shred
SE is not a spammable skill
20 damage but now you have two (2) pots
and they regen every 5 seconds
real and true
genius
Mana lance level 1 is that you
pot number limit doesnt really mean much...
mana lance when it does 355 damage, featuring mscr
im surprised that pot count wasnt tied to alch bags
we have a system for testers internally, mostly that grew out of the r3 beta testing, but as with everything, beta testing won't find all
thats why people never use bottled infinity and explosive reagent is reworked cause op
I'm not, it's a very big technical limitation to get around
it doesnt change much anyways
mages with their 2 second cd 300 damage mana lances:
Explosive reagent halving your bag size was real relevant if you didn't have any pot regen
It would be a significant and meaningful tradeoff in R1
I think another issue of pot totals is the whole harb vs apoth
The damage is like massively worth it
Harb cares awfully low about having 6 5 or even 4 potions, if running taboo that is
tbf i feel like beta testers could be used better but that's an internal discussion
pot regen is big issue in r1 mostly cause your pot deals piss poor damage
Apoth copes and seethes since it has less pot recharge mid fight
Trying to make changes without favouring harb a lot is kinda hard
beta testers are unfortunately not all that available normally. Some were reached out to directly on this, but normally it takes a dev wrangling beta testers directly to get testing done
apoth mains seething
That explains things
how?
I mean even the r3 beta testers chosen, half of them leaked shit
Taboo is kinda... extremely broken
hi i would like to sign up to test alch
and yet there were good potential beta testers who were veto'd by a couple people 🫠
mich dont you have access to stage already
SE is fine now that brutal is reworked
Taboo's pot recharge makes your damage output so superior it is a really strong tradeoff
mich already has the beta tester role 😛
just post future tests in that announcement channel
i do, this is an open offer to ping me to play apoth 🥺
not like I have a problem with pot regen without it...
Taboo generally asks you to build differently regarding the skill though, which I appreciate seeing
Its not that you cant play a smart alch who takes its fights and uses pots efficiently without taboo
Its that you can literally throw most of that out the window
but yeah the apoth vs harb gap is quite real, and it takes a lot more intentional building for damage to make apoth as viable
Nothing about most alch skills (before charms are considered) makes me consider changing my skill selection
And press rclick with taboo active without much thought to the economy
While on warrior I can consider how much I'm allocating to frenzy, to shield skills
make apoth melee
(genius)
True, at the end of the day taboo wasnt that relevant when alch was strong last patch
Unless you pressed w key like a maniac rushing everything
it should be
Yes
talk internally please
🌠
really feeling like people outside tm should be consulted more, you can prob ask kio and eternal about some stuff
Will do
I'd maybe turn down alch advice from myself, perhaps. I've drastically reduced my alch gameplay in the past few months, mostly because I've found it very boring to play. In R2 damage nerfs hurt but it was playable, and I wouldn't mind that, but R3 effectively changed nothing about my decision making or skill/gear selection and I lost interest
what do you play now
So I don't have much fresh experience with the class, especially post rework where the state of the class is... Poor.
Assassin in R2 is mostly the only thing I play because it feels very smooth and I can't play it in R3
Cleric, mage, warrior, swordsage in R3
Depending on what i feel like doing on any given day
So in that regard, I could consider myself a reasonable judge of class comparison clear strength
so I would say I know these two well
I also play both mage specs a bit but wont say Im too expert on the issue
I don't really play scout much anymore, though I consider myself proficient in it (I do play steel in EDD, and while it is a different experience it is still primarily projectile focused gameplay)
(and I might be a decent player if my runs have anything to show for it :))
I still have like 5 alch yellow tess
I added a trigger to throw a gruesome potion (or brutal if gruesome mode is enabled) for next week. That turns it into an active skill 😉
that sounds very nice
I want to bind swapping them to left click, but sometimes it double activates and I only wanted to throw 1 gruesome pot
I saw on TMCord but I let the devs themselves showcase those features
^ this has imo been the core identity of alch ever since the alch bag update
Right now the class is so heavily designed around skills (aka pretty much just AA) and it loses its identity
Actually the changes that I've seen are rlly good QoLs
I posted the changes as suggestions first, so observant players know what's coming
i always peruse the bug and suggestion reports
True and real
Give taboo even more damage so people have to pick harb to have cool damage 
Taboo and Warding remedy are probably equal levels of OP tbh, just in opposite directions
Sadly apoth's two other skills are wet noodles and serve no function other than to do stuff in bosses
just run bis magic harb with toxic steroid and youll be hitting as hard as 1 tstep in no time
more skill is imo good
not enough skill makes alch super boring
can some dev dm me so we can have a more in-depth discussion on the state of alchemist
in the end even running bis magic doesn't really resolve things, as that is a lot of concessions to get there
but there's already plans and testing, so things will get tweaks with next week
bis magic in r3 with steroid was fun
Until i realised theres no difference between having and not having taboo
Because i 2 tap everything either way
Didn't tried it post rework tho, Waiting for actual alchemist update before i return
Don't get me wrong mage is cool
But i want my alch back ):
I'd almost want to see a sort of warlock treatment (more sanguine treatment) where skills additionally have a passive that augment your potions, without being the only reason to pick the potion
Unlike warlock you don't have the heavy incentive to blanket pick every skill to maximize amp hex, and you can just choose what debuffs you work with and question if X skills debuff makes it worth it or mot
Level 1s being solid skills on their own with level 2s augmenting a base potion would be interesting. Could either go master of skills and pick a bunch of solid level 1s or get some good skills and a good combo of potion augments on level 2s
If alch is intended to be severely neutered from where it once was, I wouldn't mind seeing purple Haze make a comeback
But instead of just spreading the haze, if it spread all debuffs that'd be pretty freaking cool
I do think the most removable ability should be Odor, since it is really picked because the pot regen is mandatory but it's basically just a passive ability that is necessary for the class to function
so no matter what alch is basically always down 2 skill points
Also instead of a debuff at level 2, perhaps a significant increase to potion count could be interesting for the pot management issue
Since if there were debuffs on everything I think it'd be excessive for 8 different debuffs (even if every skill doesn't need a debuff)
Feels like a bit big of a change that seems pretty hard to balance around when alchemist honestly doesn't need to be that complex at all imo
I think there's just like 1 skill that should be genuinely looked at to see if replacements/changes to them make sense (Odor is the blandest ability ever conceived and yet also extremely required for alch to function)
everything else is honestly a perfectly fine standalone ability
I think every single alch ability has a lot of merit on its own as-is
ngl, odor isn't that replaceable
irrreplaceable*
at least on harb
Taboo my beloathed
I’d like to address one point to the 40min silvic video: the fact that it is not the perfect setup.
About 40% of the time I did not utilize the brutal charms I brought, did not actively proc esoteric, I wasn’t using the skills correctly.
But that is what makes it a good showcase. Not everyone will have the optimized end game gear, and uses skills correctly, and rn it feels kind of bad if you are not following the meta.
Really have to gather all the small buffs here and there to do damage.
absolutely- I love optimizing setups but not everyone will care enough to optimize, have the funds or time to optimize, or be the top 1% player to show how good alch can be. Maybe alch can work, sorta, in very specific circumstances, but if that leaves unoptimized setups or play out to dry that's a problem
This is how Reaper works and its perfectly fine
:clueless:
Yeah but it seems like a big change that's ultimately unnecessary and just seems like a balancing headache when alch already has pretty compelling skills on its own without needing to change a lot
Literally alch just needs to have okay-ish damage and it'd be a fun and good class again
No need for debuff shenanigans or stuff, that's warlock's gimmick after all
That's not that I said at all
Warlock has a bunch of level skills that have enough variation between level 1 and lv 2
It feels like lv2s are more mandatory than lv 1 for alch
featuring oodr
who runs odor for the damage boost?
It's not about a big change, it's about restructuring and shifting power properly where it doesn't feel like 8 of 10 skill points are mandatory pickups
Tktom's message just seems to imply that the level 2 of each ability does something completely different than the actual ability and involves adding debuffs or changes to the base potion
I think that was more set as an example
I do think reconsidering some of the numbers between level 1 and 2 abilities makes sense but
In that lv 2 either provides something new or doesn't
from my conversations the emphasis was more on more variety between alch builds
Most of the skills double in strength to lv 2 or add damage mulitplication, I don't know any class who has literally double numbers
Alch does have relatively good variety in builds although that variety doesn't really express itself as level 1 skills taken ever
I think only gruesome doubles in strength, the rest are a smaller multiplier, but I do get what you mean
The amount of expression is barebones
I think it needs to be a lot more different
than what it is right now numbers wise
Alch's main problem is lack of damage and sadly the only abilities that give damage are level 2 abilities
I beg to differ that the bigger issue is how damage amps currently work and how you're heavily encouraged to find anything that does multiplies by 1.x amount of damage
It doesn't hurt to address side problems (like lackluster enhancements)
And how Alch is an explosive class in that with enough amps your pots to kill significantly reduces
because you have a class with high amount of tools within its kit
It's the same issue Reaper struggles with
On how it's a dangerous class to buff due to its high skill ceiling because of how versatile it is
Give a class like Alch enough ways to output damage and you end up with the state it has been
Thinking on this, wondering if others have any input:
A rebalance on how alch potions deal damage. These new potions would have higher base stats (even approaching pre rework levels), but the damage any singular pot deals is split evenly among all mobs affected by the potion. AA applies the full potion damage to all mobs hit.
This change makes a meaningful difference between AA and non AA style attacking by adding more value to AA as an anti crowd measure, adds more power to alch versus single targets while not allowing it to steamroll crowds, can shift combat interactions with crowds to "do I have AA and do I blast them here" or "I'm gonna brutal DOT them down"
By slowing down group encounters to the pacing of AA usage, debuffs like paralyze from gruesome and brutal dot get a chance to shine
While not being the only way to deal with 1 (one) melee specter
I'm sure there's downsides to this too
I think monumenta mobs are rarely spawned one at a time and that alchemist's kit kind of synergizes around big aoe clear at once (encouraged to run legion because bezoar is great sustain), and this runs back on the same issue that we currently have where AA is the only way to play alch like alch used to be played
Is "autoscaling" something that will feel good? Will it feels fucky to know damage per mob per pot will feel inconsistent? (Perhaps you rely on brutal dot times or AA to remedy this instead of brute forcing potions)
I think treating base potions as tools for debuffing mobs and nothing else is pretty lame, like it works for support alch but playing a support class alone feels pretty shitty if it has no tools to deal with mobs
In theory time to kill would decrease from a single mob as the group size increases, up to a minimum TTK speed where either brutal dot becomes the upper end or AA shots do
Seems like a change like that would make alch pretty bad at clearing basic mobs and also pretty bad at defeating elites
If you 1v1 an elite you have some strong damage, since there's only one mob and your undiluted damage would be quite decent
Well I say strong because I'm harbinger biased
Elites rarely spawn alone though, and even pre-nerf alch had issues fighting a couple elites (or maybe again, apoth issue)
You wouldn't have to burn so many resources (like you do now) against a single mob, and make resource expenditures against groups
Strongly disagree
This seems to be a legionary exclusive issue, and I rarely took legionary. Elites are less alone in R3 than before (coven super elite moment), but I can think of enough elite encounters in R2 dungeons where I can fight it more or less isolated
And even if there is one or two mobs with it, that's another gameplay decision that you could burn resources up front to kill them quickly and focus your damage
I guess my question is, what problem does this change solve? What is wrong with how alch currently works that would necessitate a change like this
Allowing alch to have satisfactory single target damage currently means it would annihilate groups- this change is intended to allow for 1-2 mobs to be killed without significant expenditures of AA, UA, or many extra pots, while not allowing it to steamroll huge groups with the same level of damage
Alch's aoe already has been somewhat gutted, even assuming significant damage buffs, and being able to clear mobs efficiently has always been alchemist's shtick, in return for having inarguably the worst sustained or burst dps against single targets
I don't think that's a terrible niche to have, even if it requires a different playstyle
To deal with harder targets
I'm mostly worried that the level of "worst sustained dps against single targets" and "clearing mobs efficiently" will not be well enjoyed by the playerbase- current alch numbers were blasted into the ground and it was considered "fine" in testing, and I'm concerned that it will be left in a very awkward spot where the clear power isn't quite enough in a group
Because with damage at a constant across number of targets, that worst sustained dps and efficient mob clear must be the same number (per potion)
But I'm not solid on this scaling damage stance, it's just popped in my head a few minutes ago, and I lack the viewpoints of apoths (or other people)
It might also alleviate the issue of constantly pushing extreme damage on alch sets- you would ideally not need so much damage to have a reasonable kill time on a single mob, and the negative scaling on a group means damage would only go so far to secure kill times, though I do think there will be some people who will want to brute force their damage to kill groups quickly anyway (but glassier build players exist for any class)
The tragedy of every alch already running glass cannon to squeeze out any iota of damage they can
To me, I think pre-nerf alch was actually quite fine in terms of power, the only genuinely problematic skill was old AA, allowing you to put a ton of damage out at any range without any personal risk to yourself
Everything else was certainly strong but by no means unusually powerful compared to what every single other class could do
It had significant weaknesses but also great strengths, and a solid niche for people who wanted to play it
R1 alch still plays somewhat like old alch, it's the only way to have fun as alch anymore imo, so I think kinda just looking at it and balancing the rest of alchemist to be more like it is the best way to go
My favorite part about r1 alch is that it took six potions to kill a single delve mob 👍
Magic damage is a necessity lol
And the stupid thing is it only gets worse in higher regions
R3 takes like 20 to kill 1 delve mob
I am curious about what testing was actually done for new alch - I know it was done in an 18 pt brown but I wonder what kind of experience it was, because I can maybe see a world where it worked somewhat well, albeit slowly, running two taboo harbs, but it seems like something was being done that isn't being done right now with the rest of the alch player base to imply that the level of nerfed alch was good enough to be picked over any other class
Back then the way it played was that
If you killed 3 mobs with your waves of pots you'd break even and a little bit higher
Generally you wanted 3 pot kills
Yeah the health of mobs in brown creeps higher than PoIs, and I can't see the dungeon being at all a pleasant experience based on current numbers
Yeah I'm just confused on how that testing went at all
Seems like it'd be a generally unpleasant experience all-around
I dont think alch is that broken before update
save for AA
It was
An advanced class with that much options being incredibly easy to play for all levels of play due to its high damage
Good players abused it 10x harder
AA is the only issue with it imo
I can clear with the same speed as tenebrist
plus alch pot radius get nerfed a bit as far as I remember
and bag alch is underpowered in r1 and r2
I played non AA alch and the class felt great
A bit slow, and did very little damage as apoth, but my survivability was high to compensate
It got its damage nerfed down once before this most recent patch
if you want tank you can go play tenebrist
Now post update I can't damage anything more than a basic non delve poi mob
I think pre-this week alch is the best state (save for AA)
It got like a 25% damage nerf in R2/R3 a bit ago in november and it was in a pretty good place imo
Like it's been nerfed quite a bit already, most of the clips of "OP alch" were before that nerf and used AA
I'm just afraid the are just gonna buff current by like 25% and call it a day
Yeah it'll still be unplayable then
I think nothing less than doubling pot base damage in R2 and like 2.5x in R3 is needed for it to be worth picking over literally any other class
I think the only issue was the high end damage bullshit and for the rest it was fine imo
damage is fine imo
after the nerfs
have to do with many alchs running glassy sets
will be much riskier after removal of aa
man....
at this point hotfix alch bags to have good damage
waiting another week to play a class is just... man
I don't have that much time to play monu
My builds have to function at a fast pace and alch is still incapable of doing this, even scout can do this now
alch can actually play pretty fast, just not necessarily kill pretty fast
DOT is cool
the enemies are still alive, this is an issue that I cannot overlook
understandable :P
most of the time I have teammates, and I can no longer dispatch them immediately on my own unlike other classes
I am essentially a weaker Mage in terms of supporting DPS and all I have to make up for it is Iron Tincture
its like inferno but less fun
adding DoT to a class is a cool concept on paper, but Alchemist has effectively lost its agency and control over situations. I cannot rely on an Alchemist to support me if I am in a rough spot or blitzed by a strong mob
I would much rather bring a supporting DPS that can handle situations when they choose, not after their stopwatch has hit 0
More on this, Alchemist in a fine tuned environment will only be able to provide that supporting DPS either in a boss/miniboss context or if teammates willingly sacrifice damage thresholds or tune their builds to barely miss thresholds on their own.
Alchemist is at a point where I would consider testing as harbinger
seeing around 60 dps with what I would consider pretty highly optimized
alchemists when their class is not overpowered
alchemists
Until alch gets the same insane single-target DPS that melee classes have it's not overpowered
If alch is as good at clearing as melee classes, it is useless. So it must be strictly better than them.
I give this alch update a solid 9/10. If panacea wasn't changed into whatever the hell it is now, i'd probably give it a 5/10, but new panacea gives apoth a golden bullet to demolish one target that they struggle to kill, which is really cool design imo
current alch is good again, idk if more buffs should be done or not
oh? maybe I should try apoth
I think the only things that need to be buffed are enhancements (they are so stinky) and bag diversity in R3 (no reason to use anything but brown) but they're pretty minor issues
scorched earth is so nice though
about doubles your DPS
with the +100% damage charm
new panacea vs silvic miners
I think that Scorched earth and panacea kind of fulfill very similar roles on each spec
being concentrated damage against targets that alch struggles with
and that's cool, it's basically 1 ability that is saved and deployed to help alch with the class's biggest weakness
Imma write up a new thread after testing
I do think it needs some finishing touches on numbers
Is it as strong of concentrated dps as any other class has? No, absolutely not. But it's something to help the support-focused apoth deal with getting caught out without their team, or an aoe-clear focused harb who runs into an elite or colossi or twisted or dread they'd have a harder time dealing with
I was able to get results with some ridiculous damage stacking, but I honestly couldn't encourage myself to finish the last POI that I was testing in.
I was doing everything right in terms of execution, but I couldn't stay engaged in gameplay because it took far too long to kill anything and pick up pace
A far cry from previous Alchemist in terms of combat pace
Is this in reference to current alch or last-update alch
current
interesting
I think my statement on current alch is "Probably the worst class in monumenta but it at least plays like an actual class"
Like yeah I got results, dreads were killed, crowds vanquished. But the gameplay was so unengaging that I couldn't even finish the POI.
It's still quite flawed but it's not hopeless like pre-update alch was
this is at least true
I can live with this version of alch for another month
I could not live with the other version of alch for a month
I personally will push hard for TM to move the class away from DoT focus and more toward immediate damage. Not for balance, but for enjoyment.
The dot is high enough damage where it feels impactful
Its definitely a change of how you pace with thr class
pre Alchemist was pretty fun as I was basically in control of my damage, current Alch is just throw potion and wait, it somehow felt even less engaging than Infernolock.
This is the exact issue with the class right now, if damage stacking gets fixed I can probs see another alch buff
rework Brutal enhancement to squash that issue immediately and then TM will have loads of freedom with the base pot damages
I think the 3 things I want for alch are:
Better enhancements (Alch has basically the worst enhancements of any class across the board)
Better R3 Pot Diversity (Brown bag is still the only choice)
A look at R2 Alch (I think it.. kinda struggles? Like in R1 the mob design isn't that bad and the pacing of the game is slow so you can work around it with your tools, and it fits the new alch pretty well, and in R3 you have cool charms to "fix" bad abilities or flaws within the class, and tools to slow the game down, but playing R2 alch I feel both too weak and too squishy and too slow for the mobs around me)
This like megascuffed, fixing an issue with enhancements means that it will still "suffer" in r1 and r2
well the issue is Brutal being a strong DoT
I do think that enhancements are laughably mid at best
Its literally a 1.35 damage multiplier if you let it tick once
More important to just remove the DoT alltogether
Especially now that 1 gruesome pot means net positive damage wise
Brutal was literally +damage on pots
Actually most lame passive in the game
can't imagine +damage being less enjoyable than +damage but you get it after waiting a specific time
Like my concern when I playtested on stage was more about the different direction the class
Theres a lot more depth in that DoT
because Im actively considering when to throw second pot
yeah I agree with jtree, DoT does have a bit of depth and I do really respect it as a playstyle
It's always been a part of the class when and how to pot spam
It just isn't really for me (and that's fine, i've gotten r3 alch to work just fine relatively DoT-free)
The class has been in a state where it never has been mandatory
Because lmao truckloads of damage
I think R2 alch needs another looksie at it since I am still kinda struggling in this 12pt purple when I probably shouldn't be
12pts purple is a bit nasty
purple always a hard rock
Something about R2 being the only region where you're down 2 skill points because iron tincture is kind of integral (in r1 you can honestly just manually dodge everything and in R3 you can specialize your defenses to be a lot more interesting)
Fyi my tests were ran with 18pts solos, lightgray/teal and 0 infusions
Solo or duo?
Solo
Nice
I did duo a bit in both, but I mostly ran solo
I felt like 18pts solo would feel not too much of a jump if someone wanted to try a 25pts
I think I'll need to play around with it a bit more but I'll probably try to describe how R2 alch feels weaker than R1 or R3 alch for different reasons
after a bit more practice
I mainly looked at the HP stat of mobs when looking at the delve modifiers
I think it takes a bunch of time to learn
Idk I guess the class just isn't for me, I only bring it up because I have genuinely never felt this bored/unengaged in gameplay because of a class's playstyle/performance.
I think pre multi bag this class was a snoozefest
If the class is this much of a slog for me, perhaps more people share a certain amount of that feeling?
I felt like that initially too
There can be a middle ground met somewhere
Also try building a bit more damage if you can
Actually honestly I think the issue is that R3 alch got its damage buffed by 1.5x and R2 alch only by 1.25x
1.25x increase over its previously unplayable state isn't much of a boost
7 to 10 is more like 45%
R2 Base previously being 17 and R3 Base being 19 doesn't help R2 Alch's balance
oh I meant brown's 7.7 to 12
(hard agree)
I think one of the concerns was that r2 alch would feel bad
Now I reject aleph for my ghast hit and use shifting bag
heres the spoiler
r2 is literally the hardest region
everything kinda gets shit on there
So it feeling worse felt like
that's really true
"this is just r2"
r1 alch felt bonkers ngl
but you dont have the tools there compared to r2
so its base is ofc gonna feel better
R3 alch is less powercrept than other classes, and R2 alch is probably shit on by R2 more than other classes, but I do agree that it's probably more just issues with the respective regions
I specifically requested a light gray for testing
Teal was genuinely miserable but thats Teal for me
definitely feels pretty brutal for a 12pt
like I get hit once and all my health is gone (rip fine print nerf)
You got like
arguably the worst alch situation there LMAO
2 ranged units, splitting up, high hp, dread
imminent death, Id bail
Id experiment with evasion
RoD taught me evasion good
Good morning, how goes
DoT alch is good
idk how to fit evasion in my build given I need every iota of spell damage I can get to even kill a mob
Id say 80% seems to be satisfied/happy
Have you ran the RoD setupM
Transcendence, Veil, Seekers, MWakes, Urn
#gameplay-discussion message
But yeah that was my 2 cents, I'm just one guy who didn't enjoy the new Alchemist. I hope for less focus placed on DoT and more focus placed on immediate damage to give control and pacing to the player. If this is what Alchemist needs to become to fit into the current meta then so be it.
If the majority enjoy it then that's what is best for the class.
I think this is valid feedback, I can play with both but I feel like brutal could use some touches
Having played through all of last week as alch without swapping off once, definitely an improvement on what was before but alch is still the worst class in the game
but at least it's a functional class now
and, even fun, in R3 and R1
Slime rancher alch
yeehaw
I learned that
remember the charged effect from charged creepers?
apparently its Hearts on the eso
RP Dev team will remain the goat
Basically to sum up my thoughts R3 alch is super fun, I actually really like how panacea acts now (seriously what an absurd improvement); the enhancements are still unabashedly mediocre, and there's no reason to use any bag but brown, but overall, those are really small issues. 8/10. I've always loved R1 Alch's more methodical playstyle, and this plays like r1 alch always has, so no issues, 9/10
R2 alch though... mmm, a lot of item nerfs and damage nerfs and lack good gear has really really hurt r2 alch
better than before but I really feel the weakness of the class. 5/10
r2 alch kinda mid but playable
Playable but any other class would be better is my experience
Try crystalline blessing from r3
I don't want to have to boon up to play a class 😭
Its 4h
get out of your smelli gamer chair if you dont pot for 4h
I tried using blue and forest bags and those perform well too
I still think AA and Esoteric have too much damage
Forest bag has merit, and I can see blue bag working for harb but they still feel strictly outclassed
and some damage should be returned to pots
which in return also becomes a slight apoth buff
I really really dont like the current state of AA
even copying pasting from wind bomb feels more fun
wind bomb would actually be super funny on alch
thinking that way
So basically for next time alch is balanced I think my 3 main things to focus on would be these. I don't really want to suggest any sweeping changes to the core class, since that seems unnecessary and too much work on both me and the dev's work, but these 3 things should be looked at
Again a pull on aa was proposed and shot down so good luck
do it 😳
if damage it gone I think it will be a good replacement
even 0.5 sec stun can work
AA works better as a cc skill due to its larger radius
I personally think new AA is just fine
Better pot diversity will have to wait for more masterworks im afraid, unless we get some quirky ideas
Yeah that makes a ton of sense
it can be more fun
I'm not heartbroken about just using brown bag
it's nice, even, to only have to worry about maxing and infusing 1
other bags dont feel good to use to solo clear
but thats r2 for me
I didnt test other bags in r3 r1
and in general I need to update my builds
Yeah playing more of it I think it's just R2 that's rubbing me the wrong way
Alchemical Artillery:
Cooldown increased to 8s (from 6s). Damage is now 125% of pot damage, radius is now 150%/200%. In addition, level 2 of the skill now also slightly pulls all hit mobs towards the impact point.
Enhancement rework: The skill now leaves a lingering field on impact for 5 seconds, inflicting brutal and gruesome effect on enemies within it every second.
rework idea
You see on stage I dont have infusion costs 
if you guys dont like pull maybe some other CC effect can work
R2 feeling pretty shit makes a lot of sense given it got the most significant nerfs compared to pre-nerf because R2 and R3 base damage back before the february update were actually quite similar (R1 was 5/7, R2 14/16, R3 16/18 or something)
and now pots scale more linearly instead of the odd doubling of base damage from R1 to R2 that we had before
I think honestly the R1 and R3 baselines are fine, just a better ratio between R2 and R3 is needed
sooooo
Uhhh
Just got home
anybody know if alch has its old damage back
whats damage on reverie bag
4.5
no
oh wait 5.5
6/13/15 is assuming that AA and Esoteric is nerfed
it has less damage?
AA needs to be funnier
I'm assuming you mean these numbers for like, the max damage-specced bag?
it means standard bag
so like reverie would be 6, forum 13, and brown 15?
so 1/15/2.5 would be like brown bag
obvious I can make stuff like 0/17/3.5 but that would be outliner
Like having gone through the buffs, the balance team quite knows what theyre doing
theyre very active changes and shit is actively in consideration
I really like that bags actually have more enchants to keep them unique, not just dmg increase and sometimes a radius or throw increase
I'm not a big fan of aspects on bag
no aspects on bag
ok i know im not really contributing to the conversation but are maxxed r3 pot bags as good as old alch pots or atleast close?
decay is fine
Yeah I don't know if I agree with Galactic's numbers, but I do think R2 bags should have a better look-over since their base damage is proportionally much worse than pre-nerf compared to any other region
decay is fine
its too bad to do anything
SKT (3 star): 4/13/4.5
works well in r3 with decay charms
what if
decay hybrid alch felt cool to me
do keep in mind its super hard to aim with this
git gud
Cyan: 1.5/7.5/7
I refuse to let you try and add old AA back in with a stupid bag
what if
high proj speed alch is like insanely goofy
ok and it's insanely broken and this is why AA was removed
its why it have 4 radius
its super hard to aim
Portal (3 star): Trivium I, 1/13.5/3
what if
git gud indeed
i dont think more bags will be added for a while, not to strikes especially
work on your own feedback post and stop clogging up this one
aka the ability that let alch attack anywhere they had line of sight to with 0 risk to themselves
(thank god it got removed)
honestly the -0.5 block radius on bag really hit hard
I think pre rework default radius is like 3?
it was 4
damn
ye
just use a high radius bag
also, i havent seen anyone talk about qol changes (elixir, throw other pot, aa easier to use)
i think they're very cool
throw other pot is ok
hey guys
before last week's alch rework
was endgame r3's base pot damage (all skill, spec, and enhancement points) really 20 per pot
not sure about auto cast
I love the AA change, I don't care about elixir change because I like the manual control, UA trigger is dope
doesnt seem good
I actually dont run AA in my current build
it just doesnt feel fun
auto cast is personally better for me because i usually cast at a very bad efficienncy
any of u guys having problem with potion radius?
I do manual control for Elixir because I like to swap between high jump boost and low jump boost
another idea I had for AA level 2 is just replace it with +40% potion radius
or +35%
kinda like odor
where level 2 is just a passive
Anyways doing some quick math,
R1 "Best" Base damage got nerfed from 7 to 5.5 (0.78)x
R2 "Best" Base damage got nerfed from 16 to 10 (0.625x)
R3 "Best" Base damage got nerfed from 18 to 12 (0.666x)
oh it might be 15/17
lemme check
hmm
ah so yeah 16 with brutal 2 (i'm counting that since this is 'best" base damage)
otherwise i'd have to consider the other pots and what average pot is etc etc
hmmmm I have a good idea for AA rework
actually maybe i'll just use base commons
putting it in doc rn
Hows new alch dmg looking kioci?
Pretty neato in R3, the same in R1
its not ideal but kinda works
my creeper builds does wipe out mobs
I think it still needs to be improved
yeah true
with bag at least
fine print nerf hit it super hard, and it already wasn't great
Was base r1 bag touched or buffed?
not changed iirc
Or is it still 1 dmg flat
willows bag was changed, reverie was buffed
except willows I think
what
I thought the consensus was r2 alch was better than r1 alch by a long shot
Compared to other classes, honestly by the end of november 2022, it had kind of fallen off
it ate some really brutal nerfs (25% cut to base damage and fine print nerf)
yeah i never really liked r2 alch, now I do more
it was still absolutely playable but not as untouchable as it once was, it really started to struggle
and now I kinda can't make it work at all in R2
how
Or well, it works but
im not gonna count fine print nerf because poise alch isnt alch
but people playing less of r2 alch around november is maybe because people played less r2 in general
before r3 release alot of people played alch
I feel like i'd do better as most other classes
R3 is a pretty significant buff to alch since the charms are honestly really cool
welp, time to nerf all other classes 
any idea for bezoar enhancement rework? need a good one to put in my doc
got a cool one for AA (imo)
picking them up reduces all ability cooldowns by a small amount
Share it
Pre-Feb nerf of alch, R2 alch basically was fine if you built glassy and just coped with dying in 2 hits from anything above a 5-pt delve mob, now it kinda gets squashed by a lot of mobs and also really struggles to damage them (R3 alch fixes this by being beefy as fuck with apoth or having absurd damage multipliers with harb)
posting in a new thread rn
If bezoar is picked up by alchemist who spawned it: heal 0.5 heart
If picked by other player, both players get 0.2s off all theit cooldowns
do we really need more healing
Because in all honesty, even relatively tanky poise R2 alch has worse ehp than like, basic buzz melee classes, and not nearly enough damage to deal with stuff now before they get a bunch of shots in
bezoar can now be picked up by enemies, healing them
No, but bezoar already does that
based
honestly I do have ideas about bezoar exploding and damage mobs
actually wait shit this is unironically a good enhancement idea, if enemies could pick them up and it debuffed them + gave you the bezoar pickup buff
but that can be a negative to players
because that'd fix the issue of bezors being a pain to pick up
That sounds terrible
i got a question
am i a massive coper and if so is that why i thought r2 alch was good
R2 alch functioned just fine it just... wasn't overpowered by any means
it's because teal forum and shifting are quite hard
ngl if players get the buffs then enemy picking up bezoar can work
and if you thought it was OP, that's because you played/saw it being played before the first wave of nerfs hit
this is also true
but I think there's more to it than just that
for the longest time i thought it was like really good and almost rivaling mage
also wdym i played alot and i still play alot of monumenta
kinda quit for a few months but i still occasionally got on for alch gameplay
I played alch pre nerf with emperor so 30dmg pots were goog yes
But after reading first 2 nerfs i knew the class is already beyond saving
Rivaling mage is definitely a fair term for it, but given that alch kinda got shafted for being OP and mage... hasn't, I think that's kind of the important wording here
Alch was viewed as stronger than mage and therefore it got killed
when in R2 it was merely rivaling it
it was merely close to its power
it was a solid option but not a better replacement
Have you tried mage to say it?
I was a mage main before an alch main
i play every class
so i can have a say in every gameplay discussion
Ah i see
if I can talk out of my ass for any other class it'd be mage
Warrior mains still losing in the mean time
i was an alch main before item rework, back when it sucked ass
current alch isnt as bad as that but people saying its bad because of february rework brings back old memories
February rework is the rework of last week
I do not think a single other alch player tolerated alch besides me and like maybe Alychemist
Wait isn't it spelled Febuary?
I still played and did fine last patch
February is the correct spelling
Oh
do you do like 5pt pois
we didnt use to interact much
or are you talking about last week's rework
I feel foolish
last week's rework
no, taboo harb always destroys everything though
oh i tolerated it just fine
just weird that i cant deal enough damage to kill brown 12pt mobs in like 3 pots with bis r3 agil magic
oh I didn't know there were other people who played with the super-nerfed alch
weird thing about the rework was i liked the introduction of new alch bags and i enjoyed the new playstyle, just didnt like the damage, apoth was fine tho
yeah fair
I don't think using EE, throwing gruesome pot, normal pot, aa, amalgam, and panacea then running and repeating for 1 min to kill 12pt teisted shadow in lime is something i would call fine
aoe class struggling with boss 🤯
mage
Mage
mage lance got nerfed
yeah I don't think R2 mage got touched
oh I guess it technically did
but a tiny omen nerf is hardly anything
i hate mage its too good and for SOME REASON its probably the only class that hasn't had an ass rework that made it horrible to play
well, a rework i remember atleast
Warrior with depressed battle
why are they so scared to nerf mage
TM probably mostly plays it
Apparently Mage was supposed to be like the baseline class they compared all other classes to?
or something?
They nerfed astral omen today
5% less dmg and 2less skill dmg
in which case, if so, only berserker is above that baseline
Big change ngl, my dps dropped by 90%
thats stupid i think
why not compare a class to every other class
that sounds weird, where did you hear this from
(im new anyways so i might not know)
Okay so the state after current patch:
-Alch r2 still a meme
-Warriors now sell their mw3 epoch and start using t3 axe
-another scout buff
-mage still good because they nerfed astral omen like it would fo anything
scout buff? didnt see that
oh damn
that is good
Yes
i was expecting for you to say swift cuts
Who tf uses melee scout
avo and manmonke
They can make it 100% more swift cuts damage and it would still be barelly usable in r3
The problem is lack of charms
Yes the change is welcome but the damage overall still will be meh
r2 alch is hard because r2 is hard
What happens to Mage when you nerf it too much
we are like
...???
kinda far from "nerf it too much"
What kind of argument is that
Last time i remember playing assasin i eas shredding through everything
Mage doesn't struggle as well
Especially with the beautiful 10s twisted kill time
With or without sote
Without
I'm too broke after buying FoL
And it was before i even had FoL
Back still on my uniques uncommons
tenebrist does alright in r2, at least from my experience
also doesnt arcanist just flatten anything in r2
Oh and yeah warlock stays winning
No clue about warrior as i don't play it
those dungeons are like all outliers to r2 standards
My cleric with Fissure experience was relaxing as well
or base?
Im literally trying to figure things out
Me too
I literally used to main Harb/Reaper lol
R2 is very varied difficulty wise imo
Thats why Im asking for context
And yes i do run teal forum shifting
In fact I'm doing shifting tomorrow
And did one recently with depeF as a mage
Wait...
Calder is a mage. TM has only been nerfing specs. Calder is using a spec currently not ingame. Nerfing mage nerfs Calder.
solo 18pts
After nerfs?
I literally ran it on stage lol
Also who tf starts solo 18pt
i tested solo 25pt
gruesome (u)?
someone thats testing the iteration of alch youre currently playing
Odd
Crown of Chains, Elder's Cloak, Iridium Greaves, Mystic Snowshoes, Alrics eye gouger
I ran without infusions and forum pot
I was struggling against everything in my lime 12pt
With:
Emperors robe 3/4 and Transcendense
ok well.. 3/4 emperor robes
And i mean damage
Not ejp
aren't gonna fare well anywhere

I don't get hit anyway
I should use forum pot though I think having basically 25% less damage than I should is affecting it
I think forum pot is the only way to go
solo yeah 
10 base dmg is huge
just use veils horizon, teal alch pants/dd pants, spellbinders, and probably transcendence or whatever you want
oh well thankfully I have 7 wilting agents just willing to be fragged
hi broke just get money
its that easy
I wish dd pot have like 8.5 damage
I think Nyaa has rentals for sets?
Saving to host event complicates things a little friend
i dont get people that are broke, like just play dungeons
i wish every pot got another 2-3 damage
Take care of yourself first before you provide the community buster
I wish base alch bag dealt more damage than hitting hekawt with t0 king's valley bow
so true jestriee
true and real
simply have money??
The other way around for life
What i have does the job
Maybe it will finally make people join my lfgs
i will add more things to nyaa rentals Soon
Renting set sounds even worse of an idea
Wait until people find out how to r3 summoner alch
I passed a harb main the build
conclusion:
@sick citrus does this sum up the experience youre having?
Esoteric hmm
my alch build still goes hard in new update
broodweaver (just spam ua and esoteric)
(just ua)
not based
yeah
then why did you say just ua
time to look at human made horrors beyond my comprehension 
UA knocks mob out of range completely so no
#gameplay-builds-archive message
my alch build
Ok yeah actually nihilo proof makes R2 alch feel.. playable
how much % magic you have
63% in r2
I don't think having any less damage than this would make r2 alch function though
Like I can't imagine a world where i'd ever pick any other bag but this one
Hi who called me
do you evasion stack?
oh I mean base damage not magic%
context is there
No, basic old glassy-focused poise build
although I guess with fine print being nerfed it's hardly a poise build
evasion stacking is like rn the only way to get damage and not instantly explode on hit
in r2
🤷 well, I don't really want to play with evasion 🤷
evasions cucks ranged units, main alch weakness
for a second i thought you meant old evasion
mob wise
Honestly I think the only way teal bag would be takable is if it had like 9.5 base damage
oh yeah that build is insane
or some other minute difference between it and nihilo proof
honestly
I'm feeling weak to an awful lot of different mobs
I want dd bag to be usable for offensive
idk if evasion would work
bumkers breaking the game inc
also forum bag not having 2h is a capitial offense
Wasnt too serious about it
same as reverie bag not having coc
I don't really see a world where bag diversity exists tbh
yeah still disappointed with the lack of variety
the bags are still rares
why does mage get op main weapons while all alch gets are basically skill activators
I think no matter what, the max damage bag is always the best one
Imma just say check my thread
because alch has no damage and needs it anywhere it can get it
I think I made some interesting choices
Like in my head, aptitude 1 is worth like what.. 7% base damage? 6%? Should all alch bags be so close together in damage values as to have teal bag be like 9.5 or 9.25 base damage while nihilo proof is 10?
galactic this is the 3rd alch related feedback post youve made in recent memory
there are super high damage bags but they are not worth taking for all cases
go reply in it
idc
tbh it does have slightly higher speed and radius
ok so 9 base damage I guess
I guess it's like, for melee, theres an upper limit of usefulness for damage
eventually you'll oneshot everything
i would like to see a First Strike alch bag
why this forum almost 2000 messages
but for alch, you can never oneshot anything
you can never even twoshot anything
and so building for damage is the only way
that's the only stat that matters
twoshotting was a thing before last week
average alchemist mains behavior
omg the trash bag alchemist bag
Wish it got more than 3000 then it's biggest forum 
guys go post on my new thread
stink aspect 2
need feedback
i think it would be funny if noone posted on that thread
because this one seems to be main
yeah lets just not post on that one
this one's name is just Alchemist so its clearly funnier
no
what's the biggest forum currently?
ah wait charms
skill issue
that's your feedback
but fr i don't get why people are still not satisfied with current alch, pot damage is way better than what we had last week, and alch is still pretty fun to play
the problem is
alch was ok before last week
last week's damage was bad and this week improved it sure, but people really want to see alch's damage go back to what it was before
yea but the problem is old alch is kinda OP
16->10
op because of aa imo

Was it really that OP though? Like, it already had gone through a 25% base damage nerf and only was really OP because of AA (which was thankfully removed)
we never got to see a world where alch's damage remained the same while AA was removed
OP is aa and poise imo
i wouldnt say its simple to do but all alch needs rn is to get its old damage back while taking aa into account and nerfing it
I guess my question now is, would anyone deny that alch is the worst class?
Ignoring its past
37.5% damage decrease
ignoring what it used to be
And if nobody can deny it is the worst class, what can be done to fix that fact?
My damage is double as r2
This is 100% a step in the right direction but there is still more that needs to be done
i wouldnt say its the worst class because if there were a "worst class" then a "best class" should also exist
but i would say that playing alch isnt as preferable
R2 has really bad magic damage gear and R3 also has charms
Ye and also enhancement
Implying Mage/Berserker Warrior isn't the best class
Gonna do some test with forum bag
yeah
mage isnt the best class because its too op
bers isnt the best class because its too fun
Or I just go back play rogue
Best as in like strongest
not best as in... most enjoyable
because obviously that varies
He take emotion and feeling into account I think
yeah
i still wouldnt say mage
reaper is just underplayed
Its actually so good in teamplay and solo you cannot die at all
Imo if consider clearing efficiency. Cleric in r2 might still worse
But ye need a lot testsing
For clear efficiency
And mob type for different content also affect a lot thing
has their name always been pearuhdox
i thought it was pearluhdox
anyways mage could be the best class for damage (but maybe rogue and bers are solid contenders) but when you say best class you need to take into account the survivability and other factors
sure rogue deals high boss dps but you need to not get hit, etc
tbf, not being able to kill mobs does also cause one to die an awful lot
best class =/= strongest class
like idk I still sometimes just die because there's not really anything I can do to escape a situation
even despite alchs "great survivability"
wait wrong clip
Less brainpower need?
Clear efficiency?
Funny ?
Best is undefine
this clip was get cucked as alch with the worst situations into 1
What base damage is that bag

Ic
it isnt NP
8
alch DOES have great survivability
you just need to either play with other people or spec into that survivability since alch doesnt have that range anymore
Or y'know
dont have shitass positioning on a magic damage class
when you have aoe knockback
build into base
I love how all these alchemist changes stemmed from us coping in teal with monarch, getting a support alch, and finally winning.
thats incredibly safe against melee uses
UA has killed me a lot more than it's kept me safe against melee tbh
tbh Monarch was right but that was because alch is the biggest offender of the busted ass damage miltiplidt system
the mobs getting scattered just makes them harder to keep track of