Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »We've had Imperial City, Orsinium, and now Thieves guild; each one of the DLCs failed to introduce any new reagents to the game. So far we still have one reagent that is needed to make a tri-pot, you can't have detection pots that give you health and stamina, the list can go on. I'm not sure if it's difficult to add maybe 3 to 6 new plants with each DLC to give the game more variety when it comes to potion making.
This is just my thoughts on it, Discuss.
I only make three potions, Tri Pots for restoring all 3 Attributes, Invisibility/Movement and Weapon Damage/Stamina. I don't make spell power potions as they don't stack with Major Sorcery (IIRC that is the one that boosts spell power).
The big question is, what would you want these other potions to do? Yes, Poisons are an option, but that has all kinds of balance issues and if we had them, then everyone would have them so there would be no advantage to having them. There are currently a nice selection of what the potions do, so I am not sure what else we could have a potion for.
Then the question is, do we need more reagents that do the same thing as existing reagents? I already have enough bag space used up with the Reagents that are in the game now. I don't see myself gathering other reagents to make potions I can already make.
So, again, what do you want these potions to do that the new reagents would make? I am not saying don't make Alchemy more varied, I am just saying only make alchemy more varied because it makes a better game.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
I only make three potions, Tri Pots for restoring all 3 Attributes, Invisibility/Movement and Weapon Damage/Stamina. I don't make spell power potions as they don't stack with Major Sorcery (IIRC that is the one that boosts spell power).
The big question is, what would you want these other potions to do? Yes, Poisons are an option, but that has all kinds of balance issues and if we had them, then everyone would have them so there would be no advantage to having them. There are currently a nice selection of what the potions do, so I am not sure what else we could have a potion for.
Then the question is, do we need more reagents that do the same thing as existing reagents? I already have enough bag space used up with the Reagents that are in the game now. I don't see myself gathering other reagents to make potions I can already make.
So, again, what do you want these potions to do that the new reagents would make? I am not saying don't make Alchemy more varied, I am just saying only make alchemy more varied because it makes a better game.
MaxwellCrystal wrote: »... only one ingredient (Columbine) is used to make a tri pot as no other reagent has that ability.
In my opinion they need to add new plants that can add more combinations to the mix, they can add different buffs and debuffs potions too but mainly I want more combinations so I can have a detect pot that can make me immune from disorient effects + give me extra health; or however I see it.
@Nestor I guess that answers your question (hopefully).
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@dodgehopper_ESO
I'd say just about all of the new potions would be a balance nightmare except for cure/cleanse imo.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »Most people are missing my point as I kinda touched on it when I referenced only one ingredient (Columbine) is used to make a tri pot as no other reagent has that ability.
In my opinion they need to add new plants that can add more combinations to the mix, they can add different buffs and debuffs potions too but mainly I want more combinations so I can have a detect pot that can make me immune from disorient effects + give me extra health; or however I see it.
@Nestor I guess that answers your question (hopefully).
I only make three potions, Tri Pots for restoring all 3 Attributes, Invisibility/Movement and Weapon Damage/Stamina. I don't make spell power potions as they don't stack with Major Sorcery (IIRC that is the one that boosts spell power)..