A bit more than half of the combinations not producing anything seems really low to me. In previous ES games way more than half of the combinations produced nothing. As has been pointed out, however, alchemy ingredients are far more rare in ESO than in Skyrim, Oblivion, etc, so it's probably OK that there are fewer invalid combos in ESO than in previous ES games.
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.
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.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
KhajitFurTrader wrote: »Is it just me, or are all of the figures given only for two reagents?
What about the three reagents combinations? Doesn't this change the whole picture in a non-trivial way?
Example: White Cap is stated to have no beneficial effect at all when combined with only one other component. But White Cap combined with Bugloss and Columbine gives Restore Health and Increase Spell Resistance, while it reduces Spell Damage.
If you can use three items, it is fairly easy to make potions that do more than one thing.
On my NB, I slot H/M/S potions most of the time, and on my Sorc, I have H/M/Spell Power.
Other options are available for other styles. When we had a guild store last week, I actually made a few potions that had 2 or 3 effects and they sold.
daneyulebub17_ESO wrote: »...
Greymind's Quick Slots addon, and others, can make it better, of course, but relatively few will bother to use them, which means the market for most potions is dismal.
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DenverRalphy wrote: »The major flaw in this rant thread, is the assumption that there should be a higher rate of beneficial potions. Seriously? 74 potions with nothing but benefits is sub par?
Does actually think that 74 potions without negative effects is bad? He'll no!
The whole point of the Alchemy skill is that you can't just add items together willy nilly.
The beneficial potions without negative effects should be the minority.
I agree that alchemy isn't a interesting or useful as I'd hoped. I've always been an Alchemist in TES and was sad to find there was no use for poisons. There is next to no resale value in ESO for master crafted potions so it's basically a skill I use to make health potions for my partner and I.
KhajitFurTrader wrote: »Is it just me, or are all of the figures given only for two reagents?
What about the three reagents combinations? Doesn't this change the whole picture in a non-trivial way?
Example: White Cap is stated to have no beneficial effect at all when combined with only one other component. But White Cap combined with Bugloss and Columbine gives Restore Health and Increase Spell Resistance, while it reduces Spell Damage.
If you had read my post, I stated that the chart was only for two-reagent combinations.
There are only 306 possible two-reagent combinations. However, there are 4,896 possible three-reagent combinations. There's no way I can make an image of a chart that size, not to mention it would take me days or weeks to figure all of them out.
DenverRalphy wrote: »The major flaw in this rant thread, is the assumption that there should be a higher rate of beneficial potions. Seriously? 74 potions with nothing but benefits is sub par?
Does actually think that 74 potions without negative effects is bad? He'll no!
The whole point of the Alchemy skill is that you can't just add items together willy nilly.
The beneficial potions without negative effects should be the minority.
Ok, first of all, it's not a rant thread. First and foremost this thread was to bring to the devs attention some of the things that are wrong or not currently working with Alchemy, and how it can be made better. Secondly, I made that chart to help others out with leveling their Alchemy or figuring out combinations.
Yes, there are several potions that are beneficial only. There are also several potions that are not working correctly, or as well as they should.
Crafting a level 3 invis potion gives the same benefit as crafting a VR5 invis potion. It shouldn't be that way. All potions should scale according to the level of solvent used.
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As far as I know, only invisibility and unstoppable fail to scale; I'm sure somebody will correct me if I'm wrong. Now you have to ask the right question here. I think that simply pointing out the facts isn't enough. You haven't asked whether this is a design intent--whether "invulnerability" effects like invisible and unstoppable are limited for a reason.
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Unfortunately, it's a question only a dev can answer. I suppose the best way to get an answer is to file a /bug report about the "unscalable" effects. Have you done this? Has anyone?
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As far as I know, only invisibility and unstoppable fail to scale; I'm sure somebody will correct me if I'm wrong. Now you have to ask the right question here. I think that simply pointing out the facts isn't enough. You haven't asked whether this is a design intent--whether "invulnerability" effects like invisible and unstoppable are limited for a reason.
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Other effects that fail to scale:
Speed
Weapon Crit
Spell Crit
Detection
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As far as I know, only invisibility and unstoppable fail to scale; I'm sure somebody will correct me if I'm wrong. Now you have to ask the right question here. I think that simply pointing out the facts isn't enough. You haven't asked whether this is a design intent--whether "invulnerability" effects like invisible and unstoppable are limited for a reason.
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Other effects that fail to scale:
Speed
Weapon Crit
Spell Crit
Detection
Speed and detection I would argue work like temporary passives and already quite large to begin with. The crits increase something that is already a chance percentage, by 22%. You might want to argue that they should scale, like the restore potions do. You haven't made more than the general case; why should the crits be changed? Why is 22% increase not enough? Or are you arguing that the effect should last longer? Which is it?
You want them all to act like the restoration potions, which are absolute numbers. Make a case for that, if you can. The fact that these effects are more like passives than restore effects is clearly by design. Does it need changing? Maybe. Does it make potions lame or useless? Hardly.
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As far as I know, only invisibility and unstoppable fail to scale; I'm sure somebody will correct me if I'm wrong. Now you have to ask the right question here. I think that simply pointing out the facts isn't enough. You haven't asked whether this is a design intent--whether "invulnerability" effects like invisible and unstoppable are limited for a reason.
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Other effects that fail to scale:
Speed
Weapon Crit
Spell Crit
Detection
Speed and detection I would argue work like temporary passives and already quite large to begin with. The crits increase something that is already a chance percentage, by 22%. You might want to argue that they should scale, like the restore potions do. You haven't made more than the general case; why should the crits be changed? Why is 22% increase not enough? Or are you arguing that the effect should last longer? Which is it?
You want them all to act like the restoration potions, which are absolute numbers. Make a case for that, if you can. The fact that these effects are more like passives than restore effects is clearly by design. Does it need changing? Maybe. Does it make potions lame or useless? Hardly.
Actually, I think that the potion effects should start at lower values, scale up to their current value, and increase slightly when v10 water becomes available.
It doesn't make a lot of sense that I can craft a level 3 alt a potion that provides 1 Spell Damage and 26 Spell Critical. (In contrast to v5 which provides me 24 Spell Damage and 26 Spell Critical).
*Note: my numbers when viewing the potions are increased by the Nightblade Catalyst passive
I think Invisibility and Unstoppable should start at their current values and scale up (perhaps even by just .25 or .5 seconds per solvent level).
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.
That is unfortunate, I was hoping someone had tested it.
I think it was designed with the idea that some beneficial effects are available only in a mix that contains negative effects, unless a third reagent is added. Kind of an alchemical cost-reduction passive that doesn't actually hold appeal.
The Increase Armour Potion is only available with a Reduce Weapon Damage effect attached to it. (Mountain Flower + Imp Stool)
Adding Blessed Thistle to the mix gets rid of the Weapon Damage reduction.
Similarily, Increase Spell Resistance is only available when combined with Reduce Spell Damage (Bugloss + White Cap)
Adding Corn Flower to the mix gets rid of the Spell Damage reduction.
Armour and Spell Resistance aren't really all that beneficial though; by contrast, the Invisibility mixture is. I wouldn't want to put points into a passive that cancels Invisibility just for these buffs when I can throw an extra reagent in the mix.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
The green pact is only something Bosmer have to abide by within Valenwood, nowhere else. So just don't pick up reagents/ harm nature within Valenwood zones. Everywhere else is fair game.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.
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.
That is unfortunate, I was hoping someone had tested it.
I think it was designed with the idea that some beneficial effects are available only in a mix that contains negative effects, unless a third reagent is added. Kind of an alchemical cost-reduction passive that doesn't actually hold appeal.
The Increase Armour Potion is only available with a Reduce Weapon Damage effect attached to it. (Mountain Flower + Imp Stool)
Adding Blessed Thistle to the mix gets rid of the Weapon Damage reduction.
Similarily, Increase Spell Resistance is only available when combined with Reduce Spell Damage (Bugloss + White Cap)
Adding Corn Flower to the mix gets rid of the Spell Damage reduction.
Armour and Spell Resistance aren't really all that beneficial though; by contrast, the Invisibility mixture is. I wouldn't want to put points into a passive that cancels Invisibility just for these buffs when I can throw an extra reagent in the mix.
Not sure if this is helpful, but I have made many 100 stacks of invis pots (among others) with the snakeblood passive active. There were no issues past having difficulty selling them, lol.