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Need some clarification on Alchemy please

Wavemoore
Wavemoore
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Hello all,

I recently decided to level up alchemy. I'm noticing a trend here that baffles me, and I'm not sure if it's a bug or intended. So here we go...

When I craft a health, stam, or magicka pot, the amount of resource gained seems to scale with the level of the potion, as expected.

However, when I craft a potion outside of those 3 resources, the buff and duration do not change regardless of the potion level. As an example, I can craft a spell crit potion at level 10, 20, 30...all the way to V1 (my max craft level so far). The buff is increase spell crit by 300 and the duration is 10 seconds. There is no differentiation at all between the potions regardless of the solvent level used.

So, why bother with potion levels at all?

Can someone verify for me if they see this as well. Is it intended? Am I missing some key point behind the profession?

Thanks all!
  • dodgehopper_ESO
    dodgehopper_ESO
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    I've noticed this as well, and durations do not seem to improve with things like Night Blade, Medicinal Use (from alchemy skill line) or Argonian either. I admit I was a bit frustrated about this fact, as I was really looking forward to driving up the duration on my Invisibility potions. This morning for kicks I ran skyrim a little bit, and I forgot just how long Invisibility potions can last. Its fantastic! With the built in cooldown of potion to potion use I'm not sure why they didn't let us ramp up the duration on invisibility (or the magnitude of stealth provided at least). It could perhaps be that what is being magnified in higher quality invisibility potions is your stealth radius (ie: Like Medium, Bosmer and Khajit skill lines do?) This is a question worth posing and I'm curious about that as well.

    The same can be said of the other potions like Unstoppable and the rest. I imagine if you could make Unstoppable permanent though, people would go nuts in pvp that their Burning Talons or Encase or Dark Flare weren't working right. By the same token, its not easy to spam potions, and there is a time cost involved in doing that. I suppose before I get longwinded about this, I'll say I don't really know the answer, but I assume it is their attempt at game balance.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Wavemoore
    Wavemoore
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    I understand game balance, but having a level 10 potion be the same strength as a V1 potion seems to go in the face of balance. It seems buggy to me, but I've stopped trying to apply reason to some of the design "features". Hopefully someone can steer me in the right direction.
  • Artemiisia
    Artemiisia
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    I have a potion that gives

    300 crit

    19 spell power

    and 400 mag + 400 stam regan

    one potion, just need to find the right combinations to the extra powerful potions
  • Wavemoore
    Wavemoore
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    Understood, Artemiisia, I get the combining multiple herbs part to get more buffs. Not the point of this post though.

    The point of the OP, to reiterate, was that for some pots it seems that they never improve in potency, regardless of level.

    Thanks
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