Originally wanted to do this for all 3 regions but r1 and r2 bag balance is kinda all over the place so I decided to not care about that part.
Right now I think R3 bags are not distinct enough, the bags all look pretty much the same with some minor changes, instead of different weapon with different niches (what its intended to be). Alch bags already doesn't have too much stats to play with compared to other mainhand weapons, so more diversity on stats would really make making choices more meaningful. Another minor issue that due to how damage is valued in alch gameplay, some bags gets too taxed in damage that their own advantages get shadowed, would be nice to improve upon this.
Anyways heres my concept for redesign of all R3 alch bags , also adding bags for each strike (since we do lack some numbers in terms of choices.)
#Revisiting R3 Alchemist Bag Diversity
1 messages · Page 1 of 1 (latest)
fensap committing to the decay is a good change, currently it's completely forgettable
Interesting concepts, though pot radius is important and MR bag radius looks near unusable
thats the price for regicide 2
it prob would be a niche weapon
but definitely have places to shine
Dissolvi replacement for alch? I guess
For reference 2 radius in practice turns the bag into single target, which in this case could maybe be ok?
basically that yeah
7 bags for early r3 is overkill imo
we havent had the first terrain expansion yet
which will bring at least 2 new ones
I found all of the current bags quite different
skt is speed, blue is all rounder and regen (noticeable since 9 hp), brown is standard damage, fensap is speed, keep is radius
They all once seem appealing to me except maybe fensap
But I would like to see more enchants being used on bags
alch bag diversity is good enough as it currently is
keep in mind later masterworks might increase diversity
considering the current usual way of masterworking doubt so
very much not the way tbh espeically if you compare it with other mainhand weapons
fensap having decay 6 seems pretty broken
its really not
only concern here is SE interaction
and you're talking like alch is a dps class
but thats niche enough to be a feature
best we can do is decay 3
the point is you can build full tank and just the decay alone will do 130 dot dmg
take it or leave it
Decay has some fundamental problems of being hard to scale other than more dmg I feel
And it’s only via charms
some1 tell this guy about inferno
"full tank"
someone tell this guy warlock exists
sonic screwdriver literally exists already and you are complaining about 12 decay dot at the cost of 1/3 pot damage and 4 charm slots
copper furnace + inferno charms is 14s of 145% inferno damage, veinshredder gets inferno 4 so 4x1.45x14 for 81.2
add one (1) inferno item and suddenly decay falls off again
or just wait for charm power to increase and add one more inferno charm
and whats the cd of copper furnace
5s in a crazy big aoe
that hits through walls way better than what alch can do with that bag
and pretty sure its got some vertical range too but I didn't play warlock long enough to figure that out
the only potential stuff to be op here is SE interaction and even that I think is fine
The highly anticipated sequel
Fensap Flask vs Shatter 3 Witchbane
Maybe we can finally up it to Shatter 2
On a more serious note, the bag diversity is cute but doesn’t really do much in the way of actually providing diversity
Silver Satchel is king
Moltencopper and Hexbound are sidegrades for players that specifically dislike Silver’s proj speed
Shadebound is… there? Not sure that the radius increase is worth the ~20% base damage sacrifice, particularly when Oversize Flask exists
Fensap Flask 🗿
Doesn’t help that Alchemist at its base is underperforming relative to other classes at their bases
right now many stats are more like flavors
SE doesn't interact with decay in any way
Personally while I do agree that bag diversity isn't incredible, I do think every single R3 bag is good - I don't really care for hexbound, and I do think Fensap has a bit of wasted potential, but like, they're all good and viable choices
I personally run shadebound as my only bag
so I can vouch for it being quite solid
I think they should be a bit more different
don't you only use it cause no one else does 
Nah, shadebound allows me to commit some real warcrimes
right now its worse than DD bag
I agree with galactic, just because they look different on paper doesn't make them meaningfully different enough to choose one over the other
15-block wide AA casts that basically are guaranteed to kill every non-elite mob in the room
which is concerning tbh
oversized flask affects AA radius yea
I basically get to run around nuking pois to bits
would be nice if its better than DD bag
Pretty funny that brutal charm rework makes damage strictly affect potions, but not radius
R2 bags being better than R3 bags is to be expected imo, given that the baseline from R2 to R3 alch damage pre-rework (like back when damage scaled with skill points) was effectively identical, and even with R2 bags being arguably better than their R3 counterparts, R3 alch is performing way better than R2 alch
I might start using keep bag if its reworked like the proposal, right now the damage debuff is too great imo
It's weird and unintuitive how R3 bags have less damage than R2 bags, but to remedy that would be to either nerf R2 alch into unusability or unreasonably buff R3 alch which is already in a pretty balanced state
comparing the forum bag and brown bag I think its intended to be slightly above r2 bag
Or we shoot elixir enhancement
like 0.5 more damage
the secret is that forum bag sucks
and people who use it don't know what they're doing
so does brown
Its more of making them into more different side grade than actually buffing them
I think most of the proposed bags still have simillar power levels
Its the only way to survive as 100% damage build
I can't imagine living with stuff like brown bag
given you buffed every bag in relation to silver satchel, the obvious answer is to nerf silver satchel 🤯
no bags are technically buffed (besides the keep one)
(I think vapour flask would be pretty fun if thats a thing)
I usually balance around a hypothetical 1 speed silver satchel
since I believe 1->2 proj speed is a sidegrade
tbh if there was a good hex eater weapon in R3 (Please 😭), then fensap as-is could be a quite solid melee alch pick tbh
No
most constructive and useful tuesday shark response
Yes
is melee alch even close to real
if hex eater existed, maybe
it would likely benefit tenebrist much more
hear me out, hex eater but it's a sword
use scythe for skill and sword for melee 🤯
or even better, a throwable trident
Soul blade my beloved 😭
Everywhere except for r3, but that's the same case for melee scout, we have too little options still
mfw no dev
I felt like the dmg increase is a bit too unneccesary on all of them and i disagree on molten copper change, but overall a solid idea
its pretty much not a buff in most cases
Since molten copper a defence pot
its more of changing them to be more different to each other
I dont like defensive options right now
maybe in the future we can have more defensive options but brown fits better as a bis damage pot
Would it be
if ice and fire aspect works on alchbags
it does
Huh?
but you can see why it isnt a thing
Ice aspect on pots wouldn't be that broken
But fire aspect is a no-go
Unless the radius is real small
In what way?
(this feels a weird sentence to say)
Fire has more synergies inherently
Choler/fueled
Are both either fire or ice aspect
Decay has basically no synergies whatsoever
Except with hex eater
mostly just no need to change armor so you can keep your current build
since decay "builds" only take mainhand charms space
Fensap with ice aspect could be neat
I decided to reserve it for later content
gonna put it on my 7.5 radius bag idea
Also thoughts on the trivium bag?
can't decide if its op or bad
Pretty op
Especially with 3.5 radius
was debating between 11 and 10.5 damage
10.5 would likely make it underpowered thought
for once i agree with some of these ideas
mr pot is overstatted but the others are reasonable
although they have said the difference between pots will be much more noticeable once we get higher tiers of mw
1.75 pot radius is like
very very miserable
So, Galactic, you’ve been making a lot of threads like this recently, and I’d like to remind you of a pin we have in suggestions and why I think your feedback here isn’t something we can effectively action on:
- Item/class buffs / nerfs will also usually be rejected because it will be very hard for you to get a suggestion so precisely right that we will be able to use it exactly. If you want to try one of these anyway, please stick to ideas that you are sure we did not consider.
A core reason why suggestions like the one you’re making here are so challenging to both discussion and action on is twofold.
Firstly, by providing your own ideas for what these items should be, the discussion stops being about what the current issues with the items you and others might have and instead becomes about if your new ideas work or are balanced. This dilutes both your feedback and any following discussion.
Secondly, like said in the suggestion pin, we as a team has less of an idea of what your issues with an item is when the suggestion being made is less “I have issues with this item” and more “here’s what I want”. What you want specifically from the item isn’t always gonna be the best balance or something we can take action on.
I think in order to succeed with suggestions like this, you’d be better off talking about what the current issues are rather than seeking to just recreate the items yourself.
I tried to address the issues in the body of the text but ultimately there's only that much that can be said without repeating it several times over. I personally think giving examples are the best way of commenting on issues. Treat it as a point of direction more than an instruction of precisely what to do. Would also want more feedback from the item team to explain their current item design principle too, to see why the items are at this current state
Also since we are like two months off alch rework so I don't think most of us have a clear idea of what to do with stats, some clear examples will make discussions easier.
I just want fensap decay to be cranked up a bit, rest feels okay
decay 1 is pretty much a flavor enchant
I mean, alch dot is already strong enough that decay doesnt really matters
I did 25 dps just by brutal 2 + focused and lesser charms
Mobs defonitely died in that 4 seconds if i use artillery
It would be funnier if decay is made viable
I think decay will work better on alch tbh
Ok but hear me out
Inferno
inferno:
- does not proc SE
- does not proc trivium
- does not scale with FoL, strength, magic dmg
- requires just as much charm slots (6 stars)
- copper furnace exists
- abilities that does not apply on hit is now shit
- you die in 3 hits
- dopamine
- get to see mobs in full brightness
- good indicator of who you have hit
- choler and fueled
- damage is ok
- potentially get omega buffed by a future inferno item
yk I wouldn't mind fire aspect
