Refuse2GrowUp wrote: »I am sure this isn't an original idea. None-the-less...
Get rid of Snake Blood! It is a useless, garbage passive that no one uses (if they understand it correctly, which unfortunately isn't the case as I still meet many players who think it protects them from poison type damage or mitigates from poisons in PvP).
Please replace it with an alchemy hireling which delivers raw mats.
And while your at it:
1) Please make all potions we craft green (text labeling, i.e. green vs white) so that they are more readily recognized from the rubbish ones you pick up.
2) Please rename crafted Tri-pot potions of health to something other than 'potion of health' as daily alchemy writs consume our expensive tri-pots for a pot of health writ.
That is all. Thank you~
PS4_ZeColmeia wrote: »Make snakeblood apply to poisons from other players and it's worth while
Carbonised wrote: »Rename tripots - yes.
Make craftable potions have green, blue and purple colours depending on strength/quality/number of effects - yes.
Alchemy hireling instead of snakeblood (but please don't make it deliver poison ingredients) - yes.
And also, could we please get the crafter's name on potions/poisons and foods/drinks, just like it is already shown on gear and enchants? No reason those alchemists and provisioners should feel left out.
Refuse2GrowUp wrote: »PS4_ZeColmeia wrote: »Make snakeblood apply to poisons from other players and it's worth while
Devs said specifically that they would not do that...that it would be too easy to counter poisons with only a single passive.
Imo Remains Silent is a de facto alchemy hireling if you have the DB dlc.
Also every cgaracter at any level harvests the main consumables for alchemy and they dont level out so thats a huge difference between hireling for say cloth and smith and even provisioning where you need the recipes and some ingredients are more frequent at high lvl recipes. Waters and fats are ubiquitous.
So a lot of care to prevent overbalance would need to be taken - not just "here have free columbine"
Imo Remains Silent is a de facto alchemy hireling if you have the DB dlc.
Also every cgaracter at any level----(CAN)
harvests the main consumables for alchemy and they dont level out so thats a huge difference between hireling for say cloth and smith and even provisioning where you need the recipes and some ingredients are more frequent at high lvl recipes. Waters and fats are ubiquitous.
So a lot of care to prevent overbalance would need to be taken - not just "here have free columbine"
Just put 1 point into keen eye, get off your damn horse once in a while and have a walk around, enjoy the beautiful vistas this game has to off while you're having a look around for mats. It won't take long to fill up on reagents.
Toc de Malsvi wrote: »Imo Remains Silent is a de facto alchemy hireling if you have the DB dlc.
Also every cgaracter at any level----(CAN)
harvests the main consumables for alchemy and they dont level out so thats a huge difference between hireling for say cloth and smith and even provisioning where you need the recipes and some ingredients are more frequent at high lvl recipes. Waters and fats are ubiquitous.
So a lot of care to prevent overbalance would need to be taken - not just "here have free columbine"
There is a very significant difference that you are overlooking.
You do not need to ever harvest anything else for crafting in the game, besides perhaps provisioning. Up until DB you couldn't get Alchemy mats off of kills, and even now its terrible, the hireling provides more than enough provisioning materials for everything you will never need to pick up provisioning again.
The other crafting hirelings do not, but they do provide some materials. Alchemy is ridiculously out of line with the rest of the crafting lines in this regard. It has the lowest amount per node and no hireling to help ease that income.
The fact that you can pick up end game mats on low level characters is not actually a complete advantage. This also entails that low level characters will want to buy the same materials that end game characters will want to buy thus introducing more scarcity. The advantage of being able to pick up end game materials at low levels is lost upon reaching maximum level.