Well, how nice that I found this topic because I have a lot to talk about. Basically several complaints and suggestions.
Following the above pattern, I will try to talk about the skills in order:
Tincturing -
really casting time is too long for potions to be created. Some are made in batches of 5, but in general it is 1 potion every 20 seconds. It is very necessary to create a new interface and mechanics for this skill.
There is an annoying problem that you have to always drag and drop the materials whenever you create (or double click and run the risk of using some consumable material if there is a delay), it would be much easier if you could put them by clicking the + (As well as in the collection items window).
Tincturing is very annoying, basically the skill comes down to, losing 4 hours planting Dilgele, making HP pot, or farming for hours to have Uosis and make SP pot. The other potions usually no one tries to do as it is not worth the effort because of the low effect they provide.
Even one of the best potions of Alch3 (Condensed Protection Potion: + 9650HPmax for 3min) is not so exploited by the fact that the items are somewhat complicated to obtain (Raudonelis) and can only be used by the alchemist (no trade, no Storage).
It would be interesting if you could add something in this skill, through passive, how to mix some more ingredients to improve or add other effects (Ex: HP potion recover more and also offer def magic for a few seconds after use, or Pot of SP less fire damage but loses 10% HP).
This would move the varieties of potions, avoiding for a certain time that the market will remain the same forever.
Adding more Protection Potions, healing, Boost, and even Damage are welcome. A list of potions you have created that has been stored on your machine so you do not have to memorize each additional combination.
More planting options are also needed, such as new seeds, and it would be interesting to have vassals NPC in the guild who perform tasks for Talt, such as watering plants, feeding animals, arranging items, etc. It would be very useful when you need to get off to work, and there is no one available, preventing all plants from dying and you have to start all over again.
Templar is also a class that needs to be discussed, because basically itâs a Uber that only serves to take members from one map to another, but as the topic is about alchemist Iâm going to focus only on it.
Magnus Opus â
Also has the problem of having to drag and drop all the items, repeatedly and repeatedly. The first time is ok. But when you want to manufacture 100 units of an item, it is a torture to have to put several and many times the same items in the same squares.
A list of the items you have already created (so you can create them again just by clicking on it and taking the necessary materials), and choosing to repeat as many times as you want would help a lot.
Briquetting -
No one wants to lose potential from an item, even more to lose attack. It could increase the chance of success with some passive, item, or dungeon like Awakening. It would be good for some to be able to leave shop in the city and let the buyer choose whether they just want the buff or change the look of the item. Others prefer to face a big group boss to get better bonuses on the item. Why not be creative and implement both through passive?
Gem Roasting -
NOT OK. The current price of this skill is Absolute independent of the Lv gem. If you put as 7k Roast, if the gem is lv 1 or 11 the person pays 7k. The correct thing is to be a scalable price, just like Squireâs skill, where depending on the number of stars a weapon has, the price changes. So if someone with gem lv 3 wants Roast, would pay less for being lv 3, and if it were lv 11 would be the higher price.
It would be good to have passive or something that could also improve the quality of the gem, so that each alchemist had its differential, avoiding 30 equal stores, with equal prices (or some with prices so low that they generate damage for the beginner who does not know of the rate of 30%)
Item Awakening -
As they said, you need to increase the bonus just like head enchanting.
Also it would be good to decrease in only to defeat 1 or 2 boss, saving time, because even being in lv high, the enemies die quickly, being the greater problem the time between the waves than the enemies themselves.
It could also join with the idea of doing multiple items at the same time, so you would fight with 1 or 2 boss per item added.
Alchemist missile â This does not seem like a rank 8 damage skill.Âł
Combustion â As it is said by others, it is a skill that no one wants. Explode items (and get a chance to blow up something you were wanting to drop) to give low damage, or spend money and maybe hit the enemy if youâre lucky.
Why not remove this skill and add âThrow Potionâ?
It would be extremely useful if you could choose some potions, put in a special slot and play in some area on the ground, allies or enemies. It could be the beginning of Battle Alch or Support Alch, healing a bit with SP and HP potions and providing elemental protection with protective potions, and flinging negative status potions and damage to enemies. It could have several variants, making the Alch into someone you want to have in your party, not someone you just like to see sitting in Fedimian.
Dig â The same as they already mentioned. It seemed to offer a way to get items to generate various things with Magnum Opus, but basically itâs just rubbish (taking away the few materials that are used for the homunculus).
This skill should be summarized in a shovel purchased in the Alch Master, and passive to improve the drop. If you want to make it interesting you could add a passive one to help detect when something valuable has been buried or some nearby herb that can be harvested by digging some grass.
Homunculus â Homunculus should be stronger and more useful, doubling our skill and consequently damage / support. It would be interesting if they offered passive depending on the type of homunculus you created (as was suggested above).
It was really a disappointment. In my point of view, it should be the trump card of the alchemists.
The AI ââproblems, the total low damage, the odd response time, the cost to create and the duration time. There are several negative points that do not make up for having one.
Homunculus should be stronger and more useful, doubling our skills and consequently damage / support. It would be interesting if they offered passive depending on the type of homunculus you created (as already suggested above).
It could offer better customization, so you could change the skills whenever you want.
The homunculus should be difficult to do, but it would last much longer (or be permanent) and had an option (like pets) for leveling but with skills. The life span could increase with the use of some item.
Or
To be temporary but really easy / cheap to create, so that it would be possible to have several types of homunculus saved, always being able to call another one during a battle, and this one already has the configuration of the previous one.
Thatâs basically it.
In my point of view, the class should have greater focus on Homunculus and Potions, so that it could be useful both alone and in a group.
Can not forget to add new potions and effects. Characters with a lot of HP can not use potions because it is NOT WORTH. Dragoons with 40k of HP do not even recover 3k with a potion, and cooldown of 30s does not help. With them is: Healer or nothing.
Enabling more powerful and varied potions would be a great help to everyone in the game.