Censorious wrote: »True.
I gave up on the 'invisibility' potions. Plus you get enough of the Stamina, Health, Magicka potions from dungeons to last you a lifetime anyway.
Seems pointless. I've just stopped gathering anything. The other crafts look no better really.
Lazarus_Long wrote: »I find it rewarding for my play style. I took two Medicinal Use perks and now I get 20% longer potions. I also figured out how to make a potion that restores health, magicka, and stamina all at once. My other toon is an enchanter and it feeds my main glyphs that lower the cool down time of potions. So I hope to be able to keep up regen potions almost as long as I want in the future.
Censorious wrote: »Lazarus_Long wrote: »I find it rewarding for my play style. I took two Medicinal Use perks and now I get 20% longer potions. I also figured out how to make a potion that restores health, magicka, and stamina all at once. My other toon is an enchanter and it feeds my main glyphs that lower the cool down time of potions. So I hope to be able to keep up regen potions almost as long as I want in the future.
Well, that sounds promising - but I can't help feeling those glyphs might be put to better use elsewhere.
HarryWolfe wrote: »I think there are two options as far as crafting in ESO goes:
firstly, due to concern over balance in PvP and PvE, enchanting and alchemy were limited to their current woeful state. Many options with these two crafts are included merely for their nod value as regards the Elder Scrolls franchise even while they are either largely useless or so limited as to be edge factors only for various character builds.
secondly, due to concerns over balance in PvP and PvE, enchanting and alchemy were limited to their current woeful states with the view that they could later be adjusted when more data is available as regards to balancing glyph-item slot combinations and potion duration and poison effects on the PvP meta and PvE balance (as regards risk vs reward structures).
oh wait we don't even have poisons do we?.. just potions that oddly do things that mean they will never be used by players....
That's interessant. I think you're close to the truth. And sadly I would opt for the first reason.. Since the game is supposed to be quite complete, I would be surprised to see hidden plans or major improvements in the future.
I hate to say that but you're probably right.
SirPuppingtonVonHat wrote: »Alchemy in ESO isn't that good until you're able to add a third ingrediant. Once you can do that, you can easily make potions that restore all three resources for your tank, jitter juice to super-charge your casters (magicka, spell power & spell crit), and crit-a-cola for your melee guys (health, stamina, weapon crit). I've seen good use of my potions single-handedly save a group, so stick with it, its worth it.
SirPuppingtonVonHat wrote: »Alchemy in ESO isn't that good until you're able to add a third ingrediant. Once you can do that, you can easily make potions that restore all three resources for your tank, jitter juice to super-charge your casters (magicka, spell power & spell crit), and crit-a-cola for your melee guys (health, stamina, weapon crit). I've seen good use of my potions single-handedly save a group, so stick with it, its worth it.
Try the GreymindQuickSlotBar addon. It puts a mini-hotbar on the screen, and has assignable keys. (the hotbar is just a visual reminder, really) I use F1 to F8 for the slots so if I need a potion in slot 4 I just tap F4 and then tap Q to use it. Job done nice and quick.The real problem with potions is its near impossible to swap them while in combat; sorry it just is. So I get to use one potion type (usually health).
Since the game is supposed to be quite complete, I would be surprised to see hidden plans or major improvements in the future.
Thechemicals wrote: »Not sure i understand what most of you and the op are saying. How is alchemy pointless? I have made some insane potions like 200 crit bonus pots and ravagers.