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That leaves us with only 25% usable reagent combinations that only have beneficial effects. It is pointless to invest skill points in Snake Blood because no one is going to craft potions with harmful side effects when there are other potions that accomplish the same thing without harmful side effects.
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Here's a mechanic question I have always wondered about but never been willing to spend the point to check:
If I craft an Invisibility potion, does Snake Blood cancel it out, making a beneficial potion useless?
Invisibility seems to be represented as the "negative" version of Detection.
Snake Blood only works on potions that have negative side effects. Invisibility is a beneficial effect. It allows you to disappear for 3 seconds (4 seconds if crafted with 3 reagents).
So mechanically it is considered different from something like Ravage Health, even though both of them have the black icons, and Invisibility cancels out Detection effects in mixing?
I was under the impression that Nirnroot was alchemically an item with 4 negative traits similar to Emetic Russula (why is this even an reagent?)
Keep in mind that ZOS has stated in the past they are going to implement poisons as a tool to attack enemies eventually (i suspect with the release of dark brotherhood/thieves guild). This will significantly change what is considered an useful herb.
Invisibility is a beneficial effect. It works against NPC's but I'm not sure about PvP. When you use the potion you are Hidden for 3 to 4 seconds. I tried it and aggro'd a mob and then used the potion and they stopped following and attacking me for the duration of the potion.
My concern has always been that putting points in the Snake Blood passive would cause these potions to only give me the Move Speed increase; Speed is represented as a white/positive effect, while Invisibility is represented as a black/negative effect.
Alchemically Invisibility is represented as a negative effect that can be applied to beneficial potions.
I don't know about that. I've never invested points in Snake Blood as I don't see any point in crafting a potion that has negative side effects in the first place.
jelliedsoup wrote: »Wow thanks heaps.
That will give us a use for the harmful ones, but that still leaves a whopping 162 invalid combinations that do absolutely nothing.
If ZOS makes poisons usable like in Skyrim then all the 'negative effect' issues become moot.
What I'd like to see is the addition of more reagents, things that drop off beasts, daedra, spirits and more plants.
That will give us a use for the harmful ones, but that still leaves a whopping 162 invalid combinations that do absolutely nothing.
That is the way that it should be. It is the way that it has been in Alchemy in this series since we had Alchemy in this series. Not all ingredient combos make an effective potion.
I would like to see the number of reagents increased to include lootable items from various enemies. Like Troll Fat. I'm a bosmer that chooses to abide by the Green Pact, so all of my reagents would have to be purchased. And technically, I could not even drink my potions after they are made. Very frustrating.
While I agree that not every reagent combination should produce a potion, currently more than half of all possible reagent combinations are invalid and produce nothing. More than half. That seems a bit high to me.