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Revamp alchemy. ideas

QuadroTony
QuadroTony
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1. more different combinations
2. Potions need to stack with ability major/minor effects.
2.1 for now in 1.6 alchemy totally useles because of buff nonstackable-system
3. ingredients not only from plants, but from alive creatures too
4. POISONS, we need em
4.1 Do like the idea of crafting poisons for applying to weapons.
4.2 poisons in justice system, for killing NPC by food(the idea from TES Oblivion)
4.3 I want to be able to throw flasks of nasty stuff at my enemies... acid flasks, poison gas bombs, molotov cocktails
5. potions with partial negative effect will have bigger positive effect than others
6. post your suggestions here
Edited by QuadroTony on February 5, 2015 7:59PM
  • QuadroTony
    QuadroTony
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    7. Add runes for jewelry enchantments that affect potion strength, not just time.
    8. Add alchemy hirelings
    9. extra rare ingredients to make blue/purple/gold potions
    10.
    Edited by QuadroTony on February 6, 2015 6:24PM
  • TheShadowScout
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    I have been missing the option to add the traditional "eye of newt" to my potions... ;-p

    But yeah, more ingredients, more potions, and poisons...

    ...how about harder to get (gotta kill that newt first...) ingredients that have no effect like the others, but instead added to a two-component potion will boost the potion to more effectiveness then the current "adding a third effect carrier" will do? Make higher quality potions... green, blue, purple?
    ...other "booster" ingredients may extend the potion effect time instead.

    Poisons, definitely, And making them useful too, I want to be able to throw flasks of nasty stuff at my enemies... acid flasks, poison gas bombs, molotov cocktails... could be done by using an different solvent (distilling pure alcohol from provisioning ingredients/beverages? Pressing rare oils from some new plants?), water makes potions you drink, the other potions you throw...

    And/or adding options to make four-component potions for experienced alchemists...
  • Ourorboros
    Ourorboros
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    Add runes for jewelry enchantments that affect potion strength, not just time.

    (I miss my god potions)
    PC/NA/DC
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  • Gemseed
    Gemseed
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    Applying poisons to weapons would be incredible. Put them on the same cooldown as potions, and it shouldnt cause too much imbalance.
    Edited by Gemseed on February 3, 2015 4:41AM
  • cravnbeer
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    I hope alchemy isn't completely borked due to the nonstackable-system buff system before it goes live.
  • TheBucket
    TheBucket
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    I'm a alcheholic, and I have thousand of ideas. I'll add them later
    William Reignes
    Magic Nightblade - Rogue Bomber
    Creator of Thirsty Thief Build (Retired 1.5)
  • phairdon
    phairdon
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    Yet to venture in alchemy. Do like the idea of crafting poisons for applying to weapons.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • QuadroTony
    QuadroTony
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    TheBucket wrote: »
    I'm a alcheholic, and I have thousand of ideas. I'll add them later
    yes! w8ting for it
  • QuadroTony
    QuadroTony
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    Ourorboros wrote: »
    Add runes for jewelry enchantments that affect potion strength, not just time.

    (I miss my god potions)
    addded to the list
  • Gyudan
    Gyudan
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    I think that blacksmithing/clothing/woodworking should be revamped before alchemy, even though I do not like the latest changes to potions.
    Wololo.
  • QuadroTony
    QuadroTony
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    i will gather all ideas here and then forward this topic to developers using /bug ingame
  • QuadroTony
    QuadroTony
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    do we need hirelings for alchemy too/?
  • AshySamurai
    AshySamurai
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    Bombs with poison gas? There is no powder in ES, but bombs don't need powder, just a little bit of chemistry.
    Make sweetrolls, not nerfs!
  • SFBryan18
    SFBryan18
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    As a Master alchemist and seller of plants, I feel threatened by the idea of change.
  • Nestor
    Nestor
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    QuadroTony wrote: »
    do we need hirelings for alchemy too/?

    Nah, just give us a Passive that unlocks a progressively higher chance to get 2 or 3 Reagents from a Node.

    Enjoy the game, life is what you really want to be worried about.

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  • AlnilamE
    AlnilamE
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    QuadroTony wrote: »
    8. Add alchemy hirelings

    Do the Alchemy writs. They are a really good source of mats.
    The Moot Councillor
  • QuadroTony
    QuadroTony
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    AlnilamE wrote: »
    QuadroTony wrote: »
    8. Add alchemy hirelings

    Do the Alchemy writs. They are a really good source of mats.
    as for any other craft line too
  • QuadroTony
    QuadroTony
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    any other ideas, guys?
  • AlnilamE
    AlnilamE
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    QuadroTony wrote: »
    AlnilamE wrote: »
    QuadroTony wrote: »
    8. Add alchemy hirelings

    Do the Alchemy writs. They are a really good source of mats.
    as for any other craft line too

    Not really. Alchemy and provisioning (and enchanting to a lesser extent) return mats in a higher proportion than the equipment crafting writs.
    The Moot Councillor
  • UrQuan
    UrQuan
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    phairdon wrote: »
    Yet to venture in alchemy.
    I didn't bother with alchemy and just used the health potions dropped in the game for a long time. As I don't use potions very often, and was never in danger of running out, I never saw the point of leveling another crafting skill.

    Then one day a friendly member of a PUG I was in gave me a few tri-pots. Somehow I hadn't yet realized that such a thing existed... As soon as I knew you could craft potions that would restore health, magicka, and stamina all at once I started getting my alchemy on!

    I guess the only point to my little story is that as long as alchemy provides a method of getting potions (and poisons if we ever get to use poisons on our weapons) that are superior to what we can get through other means, then there's a very good reason to use it. As the crown store will have potions that are somewhat superior to dropped potions (but still somewhat inferior to crafted potions), I support continuing to look at ways to improve alchemy so that it doesn't get left by the wayside.
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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    QuadroTony wrote: »
    2. separate major+minor alchemy buff(according to the 1.6 buff system)
    2.1 for now in 1.6 alchemy totally useles because of buff nonstackable-system

    THIS!

    Right now in 1.6, anything but hp/mag/stam potions are pretty useless since their effects compete with those from abilities (could argue invisibility/speed potions are still good since those are effects that are not common in class abilities). They also butchered Nightblade and Argonian passives that increased potion effectiveness because of this system, replacing them with really crappy alternatives that are almost not worth the skillpoints. Potions need to stack with ability major/minor effects.
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  • Wolfsspinne
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    I'd like to suggest an addition:

    10. different ingredient effects for each character
    The major flaw of alchemy at the is that there are some ingredients which are worth a fortune while others have no value at all.

    The effect sets would be separated from the ingredients and then they would be connected randomly for each character.

    But plants would only get effect sets of plants,
    mushroom would only get effect sets of mushrooms
    and water plants would only get effect sets of water plants.
    (This way it can't happen that one player could brew the best potions from hyacinth and nirn root, which are far to easy to farm.)
  • QuadroTony
    QuadroTony
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    added
  • QuadroTony
    QuadroTony
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    ok guys, tomorrow i will forwad this info to the developers!
  • AlnilamE
    AlnilamE
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    I'd like to suggest an addition:

    10. different ingredient effects for each character
    The major flaw of alchemy at the is that there are some ingredients which are worth a fortune while others have no value at all.

    The effect sets would be separated from the ingredients and then they would be connected randomly for each character.

    But plants would only get effect sets of plants,
    mushroom would only get effect sets of mushrooms
    and water plants would only get effect sets of water plants.
    (This way it can't happen that one player could brew the best potions from hyacinth and nirn root, which are far to easy to farm.)

    That would really mess up those players who sell potions or make them for friends.
    The Moot Councillor
  • QuadroTony
    QuadroTony
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    or make potions by alts for main character
  • dharbert
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    Poisons would be nice to have. Other than that, I don't care what they do with Alchemy. All I know is that I make a killing keeping these Cyrodiil zerg monkies doped up on tri-pots.
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