Why is Alchemy so utterly broken right now?
I love Alchemy in every Elder Scrolls game so far, but why did they settle on the crappy watered down Skyrim version. Autonaming of crafted potions, small table of effects to choose from, and completely pointless herbs (Luminous Russula has only negative effects)
Every single skill point you spend in this skill line is worthless and unnecessary to the craft.
There is no differences in a level 1 Potion of Invisibility and a Veteran Rank 5 Potion of Invisibility.
As it stands now a crafted potion of Invisibility will grant invis for 3 seconds, which is exactly the same as a Veteran Rank 5 Potion of Invisibility.
Only restorative potions (restore stamina, magicka, or health) grow in potency by level to any kind of a reasonable effect, but these things drop like candy off everything I kill. I don't even care that they can restore all 3 of my resources at once, all I ever NEED is one resource at a time.
So I would say that the Solvent Proficiency is actually an optional skill point, as if you want just secondary effects, level 1 potions will do you just fine.
We are off to a good start.
I suggest increasing the effect of ALL potions and not just restorative ones. This is a joke and slap in the face to those who wanted to take the time to level alchemy only to find that their potions are not getting any more potent.
Medicinal Use
Works on certain potions and not all the time. Of course, I have also used a potion and not gained the effect at all (weapon crit, weapon damage, restore stamina will sometimes only restore stamina). None of the restorative potions seem to gain this effect unless its only on the HoT portion and I am unaware of this, which then the tool tip needs to at the very least be reworded.
I have never had my Increase Armor potions last for longer than they should have.
This should be removed. This is another wasted skill point, especially for those who plan to try and sell the potions instead of using them.
Instead I would like to see an increase to the amount of materials we harvest from a node.
"Grants a 25/50/75% chance of gathering a second plant."
It makes sense I should know how to handle the plants I study better than the next guy.
Chemistry
This is working as it says it should, and nothing to really say.
The biggest downfall to this perks usefulness is how useless the potions are.
How easy it is to hit soft cap on nearly 4 stats by just standing around. A friend of mine plays a Dragonknight who he choose to make into a tank. As it stands, unbuffed he is sitting with armor, health, health regen, and stam hitting soft cap.
His skill set up is set to include ways to push his stamina regen, magicka regen, and armor even further if he needs too. Why pick up a potion that does this to dismal diminishing returns? There are no effects that are worth even wanting to pick up as each class already has there own way of doing it to better results.
I think this should in addition also increase the effect of the potion (regardless of positive/negative).
Not only would this in turn be giving you an additional 1/2/3 potions, but they would also be 10/20/30% stronger in effect to anyone who uses them. Now not only am I making higher level potions, which a simple student of the craft can do, but mine are actually more potent since I took the time to study more.
Laboratory Use
Also, working as it should and the only reason anyone could actually be considered to be better than another alchemist who neglected to grab this perk.
Allows the player to use 3 reagents and not just 2, opening up the possibility to make some of the best potions in the game.
Snakeblood
"Reduces negative effects in potions by 50/80/100%"
That is what the tooltip says on the perk. However, I was sad to discover that even once the 100% reduction (or theoretically all of it, if I know my percentages) is obtained, negative effects will still show up in my potion. I even gave it the benefit of the doubt and tried to drink a poison. Nope it still hurts me.
Guess what, they negative effects STILL OVERRIDE positive effects as well.
Meaning if you go to craft a potion with say Stamina Regen, Weapon Power, and Weapon Crit, but they also possess a negative effect, say, ravage health.
Ravage health is still showing up on the potion and kicking off a positive effect (as 3 is the maximum effects on a potion it seems)
What is this skill meant to do anyway, as if the rumored poisons make it into the game, this is very much unwanted for the poison crafters.
This stumped me, as poisons have always been big in Elder Scrolls games, and rumor has it they will be coming when some of the darker guilds make it in to the game. I can't help but assume that poisons were supposed to be in the game at launch which would render this skill perk completely worthless.
Whoever designed this system also had the bright idea to give potions with different effects the same name.
It has restore health on there? Ok thats what its called, even though it also increase stamina and weapon crit.
Oh and lets also make them the same quality as the ones you find in the open world and dungeons, so it will be annoying trying to sort through which ones are which and why they have the same name but are not stacking.
Any word from ZOS about fixing alchemy and removing these utterly useless skills.