BenevolentBowd wrote: »Good points overall, OP.Reason 1: Alchemy is currently the most inaccessible of all of the crafts.
A clothier plant yields 3-4 items per node, with a 10% chance to yield 6-8 with the PH perk. A flower yields just 1 mat per node, with a 10% chance to yield 2 with the PH perk. This makes no sense, esp. since potions are consumables that last around 45 seconds while a piece of gear can last you indefinitely.
I have a few comments on this point.
- I wouldn't say alchemy is the most inaccessible of all crafts because with enough mats you can level to level 50 in less than 1 hour.
- In the context of usable mats per node, alchemy nodes result in higher yields. e.g. you need 10 raw mats to obtain 1 refined unit usable for crafting. Alchemy passives allow you to make multiple potions without requiring additional reagents. However, comparing the two are similar to apples and oranges (potions need solvents and at least 2 reagents, equipment needs style item, trait item, upgrade item, require a lot more materials, and wear over time).
I support this suggestion in the OP. Also:Ok so what about something more focused.
I am generally against making world wide changes to deal with a narrow content problem.
Add "resource packs" to rewards (inc drops but rarely) in end-game high end content at say vet mode or hard mode.which contain a better than average assortment of alchemical goods?
That way those engaging in the high consumption content get "a lot more" supplies to help replenish their stuff.
reduce demand not by giving everyone who doesn't do trials more stuff but by giving those who do that high end content more stuff to replace their losses.
I am generally against making world wide changes to deal with a narrow content problem.
It's not just PvE. I speak about PvE because that's what I mostly do. But the most expensive mats in the game (at least on PC/NA) aren't Corn Flower or Lady's Smock or Dragonthorn--those are primarily the PvE mats. No, the most expensive ones are actually Columbine (some use in PvE tanking, but mostly in PvP) and Namira's Rot (used mostly in PvP).
While I do like the idea of this sort of compensation, I'm not sure it'll be robust enough to cover all the kinds of content that people like to do. And, regardless of what content you do, getting 3 minutes of usage out of a single set of mats when the mats are available in singletons just doesn't seem very reasonable.
Actuslly, in most content you wont burn potions much at all.
I get the appeal of lots more mats for everyone or hey even potions for free but imx outside of the higher end combat potions are once in a while use at most.
What if in content designated as potion hostile you multiply the duration by 4x.
I'm inclined to agree with you for most content, but from experience I'd say that this is not true for competitive pve content and in many pvp circumstances (particularly those of smaller group, duo or solo experiences). I think a duration buff is a decent suggestion as well.
BenevolentBowd wrote: »
- I wouldn't say alchemy is the most inaccessible of all crafts because with enough mats you can level to level 50 in less than 1 hour.
- In the context of usable mats per node, alchemy nodes result in higher yields. e.g. you need 10 raw mats to obtain 1 refined unit usable for crafting. Alchemy passives allow you to make multiple potions without requiring additional reagents. However, comparing the two are similar to apples and oranges (potions need solvents and at least 2 reagents, equipment needs style item, trait item, upgrade item, require a lot more materials, and wear over time).
Giles.floydub17_ESO wrote: »BenevolentBowd wrote: »Good points overall, OP.Reason 1: Alchemy is currently the most inaccessible of all of the crafts.
A clothier plant yields 3-4 items per node, with a 10% chance to yield 6-8 with the PH perk. A flower yields just 1 mat per node, with a 10% chance to yield 2 with the PH perk. This makes no sense, esp. since potions are consumables that last around 45 seconds while a piece of gear can last you indefinitely.
I have a few comments on this point.
- I wouldn't say alchemy is the most inaccessible of all crafts because with enough mats you can level to level 50 in less than 1 hour.
- In the context of usable mats per node, alchemy nodes result in higher yields. e.g. you need 10 raw mats to obtain 1 refined unit usable for crafting. Alchemy passives allow you to make multiple potions without requiring additional reagents. However, comparing the two are similar to apples and oranges (potions need solvents and at least 2 reagents, equipment needs style item, trait item, upgrade item, require a lot more materials, and wear over time).
@Benevictus yiur information in your second point is incorrect. Refining 10 raw matts for armor/weapon crafting yeilds 6 to 10 matts usable for crafting in addition to a chance for additional matts including and up to gold upgrade matts.
From there anything crafted with it is usable long term.
Might as well address the first point as well. Leveling up a craft is not very relevant to the discussion. OP's point that the pots crafted from 3 flowers lasts 3 minutes in raiding. Extrapolate that out to an hour plus per raid. It really adds up. That is what is relevant.
As an Argonian I would like to point to a racial reliance on pots is not helped by mat costs.
However I have another solution... deconstruction of potions. We get oodles (ie lots) of trash pot drops that if they could be deconstructed could provide ingredient substitutes. These could be different ingredients to the current ones as long as they had the necessary traits to enable substitution of some of the expensive ingredients like columbine.
In theory snakeblood which (unless something changed and I missed it) is still basically garbage could be reappropriated to improve or allow such deconstruction.
Giles.floydub17_ESO wrote: »BenevolentBowd wrote: »Good points overall, OP.Reason 1: Alchemy is currently the most inaccessible of all of the crafts.
A clothier plant yields 3-4 items per node, with a 10% chance to yield 6-8 with the PH perk. A flower yields just 1 mat per node, with a 10% chance to yield 2 with the PH perk. This makes no sense, esp. since potions are consumables that last around 45 seconds while a piece of gear can last you indefinitely.
I have a few comments on this point.
- I wouldn't say alchemy is the most inaccessible of all crafts because with enough mats you can level to level 50 in less than 1 hour.
- In the context of usable mats per node, alchemy nodes result in higher yields. e.g. you need 10 raw mats to obtain 1 refined unit usable for crafting. Alchemy passives allow you to make multiple potions without requiring additional reagents. However, comparing the two are similar to apples and oranges (potions need solvents and at least 2 reagents, equipment needs style item, trait item, upgrade item, require a lot more materials, and wear over time).
@Benevictus yiur information in your second point is incorrect. Refining 10 raw matts for armor/weapon crafting yeilds 6 to 10 matts usable for crafting in addition to a chance for additional matts including and up to gold upgrade matts.
From there anything crafted with it is usable long term.
Might as well address the first point as well. Leveling up a craft is not very relevant to the discussion. OP's point that the pots crafted from 3 flowers lasts 3 minutes in raiding. Extrapolate that out to an hour plus per raid. It really adds up. That is what is relevant.
just a point of fact - anecdotal but basically fact.
i got two master clothiers.
i got one master blacksmith
i got one master woodsman.
i got one master alchemist.
i have never run short of mats for potions - at LEVEL - ie the waters part. the levelling agent for potions is ubiquitous and generate four products per item.
As the poster said - the levelling agent for armor/weapon mats is the material itself but you also have the quality item which is 8 yellow at the gold level.
i have often run short of having enough yellow material to make the gold armor or weapons. mostly i run purple.
So just counting the mat vs reagent and discounting the quality agents for a comparison of how much you get for crafting between alchemy and smithing is a flawed comparison.
That said, i still could get behind a duration boost for potions keyed to specific "potion hostile" basically end game content IF indeed the norm there is to burn potions.
But ramping up all mats for alchemy everywhere... not in scope of the problem. its throwing the baby into the ocean for a bath.
As an Argonian I would like to point to a racial reliance on pots is not helped by mat costs.
However I have another solution... deconstruction of potions. We get oodles (ie lots) of trash pot drops that if they could be deconstructed could provide ingredient substitutes. These could be different ingredients to the current ones as long as they had the necessary traits to enable substitution of some of the expensive ingredients like columbine.
In theory snakeblood which (unless something changed and I missed it) is still basically garbage could be reappropriated to improve or allow such deconstruction.
Well deconning a potion wouldn't give columbine, but it could give an essence or unguent. In my mind you would be distilling the potion down to its primary active component. A bit like making spirits from beer. Then you would reuse the active ingredient in a new and better potion (a cocktail in my analogy).
Haxnschwammer wrote: »I hear people all the time complaining about how rare potions and flowers are. But I'm wondering if demand is that high, why does nobody buy my potions? Yesterday my potions expired from trader and I got 10 stacks spell power, 5 stacks weapon power and 10 stacks tri pots back. Listed for 15k per 200 potion stack. Nothing sold. Advertising in zone chat: Nothing sold.
Do you buy only flowers and water but no potions at all?
Haxnschwammer wrote: »I hear people all the time complaining about how rare potions and flowers are. But I'm wondering if demand is that high, why does nobody buy my potions? Yesterday my potions expired from trader and I got 10 stacks spell power, 5 stacks weapon power and 10 stacks tri pots back. Listed for 15k per 200 potion stack. Nothing sold. Advertising in zone chat: Nothing sold.
Do you buy only flowers and water but no potions at all?
I do, and yes, I pre-craft my alchemy writs. I personally prefer to be self-sufficient. And despite doing that on multiple characters every day of the week, I still needed to do loops in the Hollow City to supply just two nights worth of vMoL progression each week, back when I was working on getting that first clear.Do you do alchemy writs on all your characters? Did you know you can stock up on appropriate potions and essentially autocomplete the writs? And that you will get mats from it even if you don't get a survey?