For those who are unaware, Alchemist has consistently had the worst enhancements out of any class. Each one is flawed in its own unique way; ranging from unnoticeably pathetic (like Iron Tincture), excessively unreliable (Gruesome), anti-synergistic with the base ability (Unstable Amalgam), to arguably a net negative choice (Bezoar). A few weeks ago, this was dismissed by the statement that Alchemist was “clearly overpowered” and didn’t need the help, which, to be fair, isn’t wrong; it fared quite decently in R3 even if enhancements were a massive disappointment.
But with the recent reworks massively cutting Alchemist’s damage by up to 40%, I think it’s not difficult to argue that Alchemist is now the weakest class in Monumenta. It’s a big step up from the nearly unplayable state of a week ago, but it still consistently struggles in a region where every other class is experiencing a ton of power.
I was talking recently about the new bonus to swift cuts enhancement, and how it seemed that most scouts didn’t really care about it at all, but it got me thinking - alch would kind of love that enhancement - more cooldown reduction would be incredible for alchemist and alch’s terrible melee damage meant that you could get a lot of value out of it against boss mobs or elites. Hell, alch would love most of the “bad” enhancements that most other classes have. Defensive Line’s enhancement which offers 1 free hit of melee damage negation would be so much better than Iron Tincture’s current enhancement. Rogue’s Smokescreen Enhance would so easily slot in for Gruesome or Unstable Amalgam’s Enhancement.
These ideas aren't meant to be hard number changes, more just loose brainstorming for enhancements that could do much better with Alch's kit. If the reasoning for Alch's bad enhancements was a lack of ideas for what to give the class, hopefully this can provide some ideas to whoever feels inspired to make them.
