#What is an Alchemist?
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Reserved
Part II: The abilities
Despite what people might tell you, I don't believe there's any must pick skills within the alchemist skill set. However, an issue that exists is that there is often little incentive to pick level 1 of a skill.
Alchemist skills still follow the traditional "do A in level 1 and do A better in level 2" instead of the more modern "do A in level 1 and do A+B in level 2" model. Splitting skills into A+B model can allow people who only want A to have better flexibility in skill loadouts. For example, modern iteration of taboo does this well by giving level 1 the full damage boost and make level 2 purely about burst taboo.
I will give my takes on each alchemist abilities, and write some rework proposals for some of them. Do take into notice that my opinions of certain alchemist skills might be radically different from yours, refer to the above paragraphs on class identity. (And please provide feedbacks, including the stats of the proposed reworks)
Class passive:
It is basically "your bag works now". Contrary to popular opinion, I don't believe that any active needs to be integrated into the passive. I am also opposed to making recharge rate a bag stat because that would be a nightmare to balance. Reducing the cooldown to 1.5s might work but I don't really think it's that needed, existing potion management is already good enough.
(Also can we at least have a toggle to turn off upwards motion when throwing pots? It makes high speed bags really hard to aim)
Brutal Alchemy:
This is probably the closest to "must pick" skill for alchemist. DoT is good and helps pot economy. The only problem I have with it is LI being bad and the enhancement being just level 3.
||### My rework ideas:
Level 1: Your potion now inflict a damage over time effect that deals 30% of your potion damage per second for 8 seconds. This cannot be lower than 1.
Level 2: Your potion now inflicts 5% vulnerability for 8 seconds on hit. This can stack up to 3 times to 15%. (Read my comments for gruesome below)
Enhancement: The DoT effect deals 15% more damage everytime it ticks, capped at 60% bonus damage. (This gives alch slightly better damage output, if given enough time)||
Gruesome Alchemy:
Probably one of the less picked skill. On top of not applying the DoT, you also lose 20% of your potion damage. This is on top of debuffs currently being underwhelming in general, sure the application method here is very consistent but there's little need for debuffs when you can just one shot everything with AA. I think the way forward here is just to remove the skill and integrate vulnerability into other skills, and leave the rest to bag enchants (which results in better bag diversity!)
||### My rework ideas:
[Will fill this up when I come up with something fun, maybe some pot regen skill considering odor reworks]||
Iron tincture:
Poise is a pretty bad situational. It's either useless or "20% resistance if your spec is apothecary". What is worse is that it actively harms skill designs surrounding absorption. It makes tincture overpowered on poise builds and underwhelming in other builds (50 seconds cooldown, seriously?). It would also be a good idea to give the thrown item better pickup radius so it's easier for other players to pickup (right now you need to go out of your way to walk over it). Also this skill is pretty bad in level 1 so yeah.
||### My rework ideas:
Level 1: Now gives 10 absorption.
Level 2: Cooldown of the skill is reduced to 35 seconds.
Enhancement: In a 5 block radius, grants other players the effect of tincture, and stuns all mobs for 1.5 seconds.||
Alchemical Artillery:
I have lobbied for the removal of old alchemical artillery and I will do it again. People like the skill because it can replace normal pot throwing, but I hate the skill exactly because of this. Because you can now click once to finish the engagement, you have little incentive to interact with other skills, all you need is just take enough damage passives and spam AA. I don't believe alchemists should deal this much burst damage (consider the existence of charms also) with 6 second cooldown (which pretty much doesn't exist if you only use it once per engagement). To fit the aforementioned class identity better, the skill should be changed to focus on crowd control instead of damage.
||### My rework ideas:
Level 1: Drop while holding an alchemist bag to throw out a special potion. The potion creates a zone lasting 6 seconds with the radius of 175% of your potion radius, and any mob that dies in the zone drops a potion that deals 30% of your potion damage. 9 seconds cooldown.
Level 2: The zone now inflicts all on hit effects every second within it.
Enhancement: All potions splashed within the zone have 50% increased radius.||
Empowering Odor:
Le support alchemist skill, but most people pick it for the level 2 effect. I think making level 2 actually related to the ability would be good game design, maybe a little healing to better fit the "potion maker" aspect of the class? This skill should be the supportive version of brutal alchemy.
||### My rework ideas:
Invigorating Alchemy
Level 1: Other players hit by your potions are given 20% speed and 10% damage boost for 8 seconds. You also gain this buff if you hit at least 1 other player with this. (I decided to keep the strength because 1. more incentive to help team 2. not consistent enough to be overpowered)
Level 2: Additionally applies 10% healing and Regeneration I for 8 seconds. (maybe healing boost instead of direct healing?)
Enhancement: The first direct melee/projectile hit other player deals to an enemy splashes a potion but does not inflict on hit effects. (This would probably be more interesting than "making DPS more powerful", do note that the damage scales from the magic damage stat of the recipient, but the base stats are determined by the alch bag)||
Unstable Amalgam
I don't have much to say about the skill since it's good enough (too much burst for my liking but the cooldown justifies it ig), but level 1 could probably be more worthy to use and the enhancement is too funny to be locked to enhancements.
||### My rework ideas:
Level 1: Cooldown is now 16 seconds (same as L2), damage is reduced to +5. (So you can pick L1 if you just want the potion regen or the knockback/CC)
Level 2: Damage is now +15
Enhancement: The skill no longer deals any knockback, but instead pulls mobs in (lets be real this is going to be funny as fuck)||
Energizing Elixir
Well well well, everybody picks the skill but also hate it. I don't think this skill is healthy for the current game at all. The other thread already talked about why this skill harms class design so I won't go over it again. (Although I don't know where to put the mobility boosts after my rework, or if the class deserves high mobility at all).
||### My rework ideas:
Distillation
Level 1: Passively gain 1 stack every 3 seconds, up to 6. Left clicking consumes all stacks and empowers the next potion thrown by you to inflict 5% slowness, 5% weakness and 3% vulnerability per stack for 10 seconds. (A powerful debuff skill, combines the debuff potential from Gruesome and also gives alch a panic button)
Level 2: Max stack is increased to 10.
Enhancement: On impact, additionally creates a cloud with the same radius that lasts 5 seconds that inflicts the same debuffs and the cloud radius expands by 0.25 blocks every second. (The expansion here is mainly for charms)||
Bezoar
A solid skill, no complaints beside the enhancement being a meme. (Small note, would be a good idea to make the healing bypass all healing penalties)
||### My rework ideas:
Enhancement: Honestly no idea, what about making mobs be able to pick up bezoars for you, and debuffs them with they pick it up?||
Specialization skills:
Honestly they are less problematic than the base kit, so I will go over them quickly. (Note: I don't play apothecary that much these days so take my opinions with a grain of salt)
Panacea: Feels like TM just shoehorned the damage here tbh, would like to see it to lean into CC/Support more.
Warding Remedy: It's good.
Transmutation Ring: At the very least it needs less duration/cd (like the regenerating chalk effect), but probably need more work to make it actually interesting.
Esoteric Enhancements: Read my previous thread
Taboo: It's too passive to be interesting, but also no major drawbacks. Maybe make it damages you per potion thrown instead? idk, could have more unique benefits.
Scorched Earth: It's fine I guess...
Part III: Bag design
I think the problem here is just there's isn't really meaningful bag diversity here.
Especially in r1 and r2 where there are only like 3-4 bags with endgame stats. Adding artifact bags (upgraded from rare bags with mats) could probably help a bit. There is also many unexplored niches around (if TM is brave enough to use funnier numbers) that should filled.
Also would be nice to blanket buff most alch bag radius by 0.5 block, <3 radius shouldn't exist outside some specific niches, you are a CC class after all.
[INSERT ALCH BAG REWORK PROPOSAL HERE, WIP]
did you literally just open another feedback thread after being told not to…
Do not derail the thread
too long
and points made are too different from that thread
-w-
only I should make lengthy alch threads
Ignoring the "alch isnt burst damage",
A lot of these reworks are pretty nice and I wouldn't mind the class going in this direction, as for specifics:
- brutal being buffed at level 1 is a choice, and making dot up to 60% more powerful with the enhance is ALSO a choice
- none of the problems with iron tincture are really solved here it's still a singular absorption shield with a very long cooldown, the enhancement just turns it into warding remedy lol
- why does empowering heal + why does it only affect you if you hit another player that's not fixing the issue of "it's useless solo" + buffs are all over the place
- why nerf amalgam L1
- Distillation is cool could use a cd decrease on l2
Bold choice saying "having varied potion recharge rate on bags is bad" before complaining about bag diversity being low
amalgram l1 isn't a nerf imo, since it have utilities outside the damage
you literally nerf the damage by 5 how is it not a nerf
cooldown is lower (same as L2)
so you can just pick L1 if you use it for say pot regen
I dunno it just feels like shafting newer players
ua 1 is a great pick
The CD decrease is well and good but the damage doesn't need to be halved
tincture isn't really fixable w/o fixing poise first
Man what
I can see the argument in that
because poise makes tinct disproportionately powerful on poise builds?
on a 50 second cooldown?
yeah having it be locked behind l2 for CD reduction doesn't help really
if you make it actually good for normal people It's going to be busted for poise
what's wrong with that
ngl the new situational changes could've solved that
the gimmick is that if you lose the shield you die
what do you dislike about brutal buff?
why are you buffing the definitively best damage skill in Alchemist's kit by a near order of magnitude
and l2 does nothing I'm sorry it's not that impactful
"the alch thread to end all threads" ok..
do note that the current proposal would likely nerf overall damage
consider: what if I ignored it
tbh WWI was also called the war to end all wars
posting another thread only feels historically accurate
You can probably fit any topic related to alch in the alch thread to end all threads
5 feedback posts in the last 5 days, Doing too much?
what
me when I can't think of a good reason as to why I keep feeding my ego
he didnt like my points and had to make a new post instead of making nice messages and replying to every conveniently separated topic like ashphyx did
I think brutal charms need a nerf tbh
buff base skill + nerf charm
its uhh hard
i can tell
+the thread is somewhat past it's prime
This is like the why is there 14 standards we need to invent a unified standard and ended up with 15 standards
that is the fucking point man
literally, the fucking point
it is a unified alch thread
when alch is updated i will ping a mod to unlock it
This isn't going to work due to how dogshit discord threads are
yo @wild elk close ts 💔
Just make another one you're goated at doing just that
Anyways: I think you fell into a very easy trap - you stated that skills should be "A+B" for level 1 and 2, but a lot of your skill designs are two separate skills for levels 1 and 2 I think
well if you had dumped 14 new well worded messages in there, like the thread is for, maybe it'd spark something
I feel like it's still the better way of handling things

@iron saddle
example please
ua tincture distill are all A, A Better
I don't think stack increases count
distill less so since it offers more flexibility but the rest are all numbers buffs
and cdr to some extents
And everything other than those is two separate abilities mashed together
maybe I just hate tinctures 
this is good actually
#1410585479308382271 message @naive charm
empowering is explicitly team support skill, I considered the self splash
but that would literally be ee 2
The fragile thing won't go through if crondis was online at that point
fascinating
I'm sorry but please don't make megathreads 
says who
me
dawg lucky all na mods r sleeping
My guy
Did you just make like 3 or 4 alchemist threads in a span of a few days
Can you just not wait like a few days
And space them out
And not post them almost at the same time
Especially when treads supposed to be all encompassing exist
I think its valid that when a major thread exists there shouldn't be any more minor threads
I'd imagine devs and other players don't want to watch for messages and separate discussions in 2 separate threads
And important information or discussion can be lost this way
You should probably either make a doc and post it in an existing thread or wait a few days
2 actually
Wasn't a third one closed
Esoteric enhancements, alch identity and this one
ok maybe other points are valid but I really dispute this
crondised
That's on you not him gang
Posting them in reply would almost certainly lead to less people reading your stuff
For your message, yes
Having them all in one feedback post is.. Better?
But for the discussion following your message no
in theory...
Is your goal reaching developers or influencing popular opinion? Devs would probably read it anyway if it was posted as a doc, but players indeed might not if it's a doc in an existing feedback thread
Considering it's alch content, realistically it's only going to be the latter
which is a more likely scenario for a developer looking to rework specifically Iron Tincture
digging through 4 threads and gameplay discussions and deciding fuck it im not reading allat
or opening the megathread, clicking on the iron tincture link and reading all the linked discussion all in one place
lets start from psyops
Though, uh, I think some players might still ignore your posts if you post them quickly in a short span of time and get them closed immediately for splitting the discussion
@ floweytf
That's why I think the best idea was to save the posts and post them later
When the current discussion withers out
Then you would also get feedback based on what people thought and discussed in the previous threads
I think mods should close this already
mods asleep
yeah
troll reclaim your heritage
Idk why you got your first one closed then immediately made another?
don your uniform once again
Yea, this. Devs interested in changing alch want to read in one place
I cannot troll
fire
Born to troll, forced to silver
And what the players think... Really doesn't matter
Balance is notoriously balance team dev dependent, and discussion literslly only serves to influence them
It's not a marketing campaign, it's lobbying
So if you want to see your changes implemented it's better to target them at the devs and not players
psyoping people into the correct agenda is the most important imo
Holy this is so fire
lets be real balance devs don't read alch threads
Psyoping won't work if your threads get closed and people meme on you for making new ones
I've been complaining about alch design since item rework
I don't doubt they've had multiple discussions in tm about it, stuff take time especially because I think balance team is restructuring

making crap posts one after another without regard for consolidation and convenience isn't going to help
In terms of opinion I am more correct than you
@mighty grove are you awake
thread has expired

idk why im here im like 15m away from the mona lisa
its true congratulations
i am mostly correct
yes thats true!
0/10 ragebait
slayy
New gen mods can't even close threads 💔
Now this thread is just shitposting
Yeah idk why he's trying to be funny
call it a void chan leak like a true monumenta lover
someone summon chiinox
theyre online and leads can close stuff
the christening of a new dev lead
this might be meta
oops

