#4th Dec Alchemist Rework Feedback Thread
1 messages · Page 3 of 1
Ye even with like 270 magic dmg the brutal charms give like +10ish dmg on explosion
If done well you have 1 for each encounter
This
They don't scale at all
The charm is only boosting base and not stacks that’s why
For 1/2/3 star no.
I think the charm should just boost the base and the stacks and it’s fine
When shit life lifewood or primeval exist
It's not a skill you can throw and forget, you still need to invest potions
I'm not talking about brutal here
Maybe need slight nerfs to the multis then too
This just need to change or have huge buff to be worthwhile using, even maybe some nerf to the others greater charm and MAYBE I will use them
I was so shock at how useless they were
they were nerfed intentionally at some point
aka this patch
you could just throw one panacea and then leave and get a confirmed room clear
Yea but panacea is like an ultimate skill you know, really high cd but of course things will die quick
Brutal is like base kit, which should buff everythings else or make pure dot alch playable, but the charm does neither and you just nerf yourself because of opportunity cost
I don't know how those can exist to get +8damage over time for 3star, like what?
Rn they need some help
Gruesome charm doesn't have this problem at least, because they buff the damage really nicely and is good for more supportive alchemist
More than the brutal in fact which in case is the damage oriented potion..
Just no.
its a lower cd than amalgam i think
it has a 12s cd gng
the "ultimate" skill if you are referring to cd would be warding remedy then
Amalgam is also really good, well not for the damage this time but for instant refilling in dire situation or if you messed up really bad or just because rocket jump because fun!
It was the only great ability before hand so yea not surprising that it is still good and can compared to panacea, earth and such
It's mostly about the instant refilling for the cause of the long cd
Cuz otherwise it's just a fun ability, tho the level 2 is really bad and never worth to play..
Maybe a cd reduction to level 2 would make it worth while to use
level 2 amalgam does have a lower cd
😭
its 18s base 14s level 2
Ohh well still not enough lol
I didn't saw it did get cd reduction lmao
I would really like a charm for - infinite refilling potion on hit mob but - high cd reduction
js get heart of the forge gng
😭
So it make rocket jumping actually fun
i mean it used to drop it down to 5s cd but still
Too expensive to have fun 😭
I want fun but also still viable, I don't even ask for like good just viable
Brutal charms just should boost the stacks too not just the base brutal tick
That’s the main issue with the charm
Since the explosion is 3 stacks and the charm only boosting 1 of them is kinda weird
Will EE(u) becomes too op if it counts the abilities that applies brutal/gruesome(to enemies) too
You hit allies with AA 2, allies get 2 absorption cause it applies brutal twice, etc
also a silly idea of charm stat: -1 UA duration 
EE(u) gruesome effect looks pretty weak but considering gruesome itself is a debuff ability it looks fair
I don’t have any idea to improve it beside giving stackable speed to allies
I think I'll leave it on pots only for elixir... for Esoteric it was done to keep parity with the old system (where applying effects to mobs was the thing that mattered)
tomorrow's update should address people's concerns with elixir being hard to use, and also buff the L2 and Enhancement
typo I meant elixir enhancement
:(
No swapping off bezoar u for me
I think Brutal, Volatile, Artillery, Amalgam, Bezoar, and Tincture enhancements are in a good spot
and Grusome, Elixir are more niche support-type enhancements
alchemists of the pasts could never understand this sentence...
gruesome is just underwhelming, 0.5s stun only on abilities which all have cooldowns and kill most normal mobs, with elites who don't actually die to it and could make use of the stun only getting staggered, which, at only 0.5s is just bad because it basically delays their spells by half a second instead of canceling them
perhaps it could be increased to 1s, but we'll see, definitely not this week
tincture is, idk, i dont actually run tincture, but 0.5s stun is once again not that much and the design is weird since you'd usually throw the tincture where you can access it not into mobs so it doesn't get extra value, just a different use case
I find the enhancement quite nice. Besides, it counts towards Hex Eater
you cap out hex eater on alch anyway i think
volatile enhancement is mostly alright but i wish it could proc on single targets because, well, it was designed for single target
as of rn you can only proc it if the said target is in a crowd of other mobs which tend to die very fast with alch's kit
yeah volatile enhancement will be able to apply to the same mob tomorrow
as in twisted targeting itself type of deal
I mean that's exactly what it is, it's a support enhance for a support ability
ee enhancement is just a support thing and therefore extremely niche in a game where supports are not that needed
I think after tomorrow it has potential to be quite nice in group content
nod nod
brutal enhancement is alright design-wise but it's not that strong, it's an extra like 10 ish damage but only on your abilities that do 70+ damage anyway and likely 1 shot whatever they're aimed at
well yeah if you run very high magic damage, but for lower damage builds it can make you hit breakpoints easier
10 is assuming max brutal stacks which you wont have anyway since it's just more optimal to drop abils before finishing stacking brutal
should be the same % of your damage no ?
brutal also scales with the magic
yeah but the enemy's hp is unchanged
if you kill it with artillery directly and I don't, I get value out of it
artillery enhancement is pretty fun, but i run brines which fully disables it so its out of reach for me and I'm under the impression people run brines with artillery a lot. Not an enhancement issue tho, if artillery was better without brines or had alternative charms that dont disable enhancement functionality chances are it'd be more used
I don't get the hype for brine's gambit honestly
it just seems annoying to use
but again preferences are preferences, and that's fine
that damage is pretty low to a point where you'd need to have a very specific amount of magic damage for that i think
it is
but artillery does pretty low damage at base
way too low for 2 pots
and it has a cooldown so low you won't cast it immediately anyway because once again 2 pots
please do not be like "artillery costs 2 pots so why doesn't it do 2 pots worth of damage"
amalgam enhancement is the insane one, or i guess just "good" compared to other classes
depends on your potion eco management
i mean it has benefits over throwing 2 pots but i feel like it's too low without brines nonetheless
bezoar enhancement is fine by design but i feel like it'd need a bit of polishing like making the stones last longer or increase the pickup range for them, they're as easy to miss as normal bezoars but are far more impotant than those
idk 50% damage for 4 charm power seems not worth/appealing to me
the added radius is nice though
I could do more tweaks to it next week, for now I made them glow red like you asked
yea that's very nice ty sir 🙏
it was a good idea
i've also been replaying on an alt with a friend for the past couple of days and i must say r1 alch is very good now
ive heard people saying it was bad before rework, no idea if that was bs or the rework made it that much better but yeah
the bag choice is nice as well
r1 alch was very bad especially at low skill points
lower damage + 2s pot recharge timer
I was watching a friend play white at level 2 yesterday and like brutal + amalgam is all you need really
new brutal is so nice at low level
i'm just not sure what else i'd run for that 4 charm power
there aren't any like, outstanding charms
i would consider maybe abyssal coral and hotf
this is what I run currently
i have 6cp in creepers so
with shadebound satchel
people use Oflask?
oversized with shadebound... are you tryna clear the entire poi with 1 pot
ive been meaning to try heretical ore, it doesn't seem so bad
except i dont actually know how much the extra split impacts the dps
it allows you to more easily cap out the scorch timer so you dont need as many pots
it's just 1cp and probably doesn't lose that much uptime considerig most of the time you're wasting some se dura
I think it's nice
i just dont know if i can drop any of the creeper charms
its not a big upgrade but its not a loss at all basically
its such a nice ability with how low its cd is and it being basically free pot-wise
and its 1cp
I personally like Scarlet Haze, I find it atrocious to use before rework but now that SE has 2 charges by default and it's based I really like it
maybe i drop mycelian catalyst since it's net neutral dps for 3cp
I love MyCata
is it
it's a fun charm
its + damage no
u dum
u furry
I actually wanted to change BGambit so badly but I was begged to keep it, so fat artil lives!!!
👀 ic
honestly yeah decent setup
maybe creeper range isnt that necessary
since u have aoe nukes anyway
and creepers are mostly there for dps
Btw just saying that creepers kinda accidentally got - 1s cd so it will be reverted tomorrow
creeper nerf in the big 2025
thats unfortunate idt creepers are too strong
but whatever
this charm set does feel a lot nicer
i just removed artillery altogether
lesser antidote actually makes bezoar u pretty strong even aside from the fact that other enhancements are of little use to me
that does require a charm but in all fairness there are more charm hungry enhancements in the game
i shall be the bezoar u enthusiast
they call me harry potter
when i tried it artillery felt weak overall
is brutal u a tick on top or a tick that was in queue already but instantly
95% sure it's a new tick
An additional tick, doesn't affect the duration of the dot at all
you're just not harry potter
you're not the chosen one
play lesser antidote with it it helps a lot
it's nice but wind aspect knocks mobs out of creeper reach which is 
fym mail bro its a lesser
u should have 2000000 of those
i dont have it
bad at the game.
i dont collect charms
ask in wzz i closed my mc
really? I play with creepers and collapsing frag and I don't have any problems with it
i collected enough charms to be able to buy any lesser variation ever then stopped using gatecharm
I dont even have gatecharm I just use barrels in my plot
it's a slight delay cause creepers seem to only be able to target mobs at the same level as them, even if their explosion would hit an enemy above them should they have exploded
so it just takes a second for the mob to fall down till the creeper can target it
it's not the end of the world but collapsing doesn't offer me anything extraordinary to put up with that
I like fractal on alch
fractal 2 is decent
has about the same uptime as technique on amberlight which im running rn
But I run inversion aegis so I already have that
does hexeater affect abil damage
condolences
It is, you can play with rocket jump 😁
r1 reworks mixed with having prior knowledge mixed with alch now being a good non-vanilla class makes it an actually valid experience
Only base pot throw
i would probably still hang myself had i needed to play melee this melee that in r1
I dont understand the r1 hate tbh
I appreciate the simplicity, and delves are actually difficult
it's just a ctm map not a mmorpg most people join for
and a pretty outdated ctm map as that, nowadays there are so many better ones
the gameplay is also very similar since you get no abilities 6/8 classes play like vanilla melee with a few abils every ~10s
the 7th class plays vanilla projectile instead and the 8th is alch
and uh. the quests are just terrible like im sorry fetch quests have never been and will never be fun
I suppose
delves difficulty i guess is not a bad thing? but i'd much rather have that difficulty achieved not via crippling me
i would talk how r3 lacks difficult team content and how that affects viability of support classes negatively and all that
but that would be akin to saying make this because thats what i want to play
and wrong place aswell
Its too slow for my liking
Just touching on this, EE enhancement seems decent to me for world bosses but I think it gets caught up in visual issues with ally only absorption effects. They provide too visual stimulus so it's very hard to tell when they're having any effect and wind up feeling bad as a result.
Not sure how to fix that though.
the absorption system needs a rework
I plan on doing something about it sometime in the near future
how have y'all been enjoying the alchemist rework this past week?
I can't believe it's been a week already but I've been having lots of fun
its peak
It is quite peak
On the surface after reading the chanelog alch rework seemed like the least significant to me
I soon realized it's much deeper and it almost fixed the class so
It is quite nice
Anyone tried the new taboo?
it's q yummy
steroid feels good to use and you don't even really need the sustaining charm
that's... lol, already? cool I guess
i mean there's still some minor gripes like UA activation obviously but those will go away with time
well yeah when you're used to things like that it can be hard to relearn, however it's for the better
cool well enjoy alchemist!!
and i think VR cooldown is like just a couple seconds too long but yk
I feel like it's fine. I don't think spamming volatile too much is a good idea
It’s long enough that I want to save it for elite encounters only, but short enough that I will get it back for every elite encounter and multiple for twisteds
I think it’s probably fine at 15s, could definitely be a cool charm to make the single target less but the cooldown is lower
Second Wind/Steadfast alch
Playing on perma 1hp 😎
now you're speaking our language
Mycelian Catalyst: 50 -> 75% Esoteric Enhancements Cooldown
ehh did creepers really need this on top of base cd nerf
We'll see
I'll have to play with it a bit more myself
to be fair they do apply brutal now too so they are pretty strong
might switch out mycelian for toxic steroid if i like taboo
the answer is they didnt
they're mostly like a single target dps for me
and i apply brutal to that myself
yeah, technically they expedite the stacking but i'd do it myself pretty fast anyway
it shouldve been like 60% or something if you really wanted to nerf it but 25% is a bit much
alch already has an abundance of strong high cd abils, creepers felt that good only because they were something weaker but on a much lower cd
it's like 9s with mycelian now and that's just equal to my amalgam cd with hotf
i would not say they are as good as amalgam
would yall ever use nwarden or toxin cursed for the regicide on alch
Toxin my beloved
Those are highly underated for alch
Even more for Taboo build!
You gain antikb
Taboo kbr my beloved
do you actually get more out of eclipse stream than veiled might?
More damage
Cuz you are already fine in ehp lol
But it's a great sub yea
Well eclipse are also better ehp wise without evasion but veiled might are just a tiny better with it
But to be frank eclipse were there because I changed an old build of mine that used adaptability
"elementalist SteadWind" yea def elementalist there 
Nwarden is pretty pointless cuz inversion and regalia exist and regalia is a better regi option anyway
Toxin cursed hp bloat for some damage only for elites vs slap aradian good ehp good speed some damage
Brim pot feels so good to play now and same with ee. I still think brutal charms need a Quick Look because only boosting the first stack is a little weird and only adds like 10-12 damage to brutal explosions in practice with 250+ magic damage
Definitely not worth 6 charm power
Using Mycelian Catalyst feels a little sluggish. Might be better to go for +65% cdr instead of +75% to still achieve creeper having more dt.
i dont think it was necessary to begin with
i mean we just got a 1s base cd nerf
cd with mycelian went from 6s to 8.75s
which is nearly 50% more
it's like amalgam cd with hotf except amalgam is 10x better than 1 creeper cast
90% + 13.5, 9.1s vs 250% + 16, 8.75s
idk thats a big difference
If you avoid the fact that amalgam has an enhancement and a very fucking strong one as that, as well as pretty much fully refilling your pots unless you're terrible at using it, yeah that is a big difference
I will look at what to do with them maybe this week but not guaranteed
that seems actually pretty neat for a one or two star
and maybe something minor as well
Can this be looked at please?
Even beyond wind aspect the creeper not being able to target mobs not on the same y level causes a lot of stupid interactions, like this one
Its not this bad in normal combat, but this shows it best
there isn't much I can do about this I don't think
but in the future I will try
what is the name of this mob?
Supercharged Orbiter
Just looks unfortunate with how mob AI works
Theoretically would a slime riding the creeper be able to target stuff, cause slimes are just like big hitboxes right
hmmm
well currently the ability relies on creeper's explosion AI to deal damage
damage is dealt when the explosion event is fired
(which is why it can't deal damage to dummies in your plot, mobGriefing is off)
Alch potions fly through this mob 70% of the time too
same with artillery i think
It's not the only mob, I had similar experience with silver visor in indigo, and the phantoms in water branch, just not as bad
the hitbox is probably different than what it seems
yes I understand that, just need a test subject
Ah alr
lol
“if the creeper is spawned from a mounted mob, it is now affected by chivalrous”
Creeper no longer spawns with a mob it spawns from a potion hit within a potion cloud of different type
just turn the creepers into bees or smth
oh yea indigo alch might be a bit skull
i wish creepers could fly somehow
or just
not void themselves / drop down too far from the player
