Instead of nerfing dots why not buff the snakeblood passive in the alchemist skill line? It's been useless since release. What do you guys think?
InvictusApollo wrote: »Instead of nerfing dots why not buff the snakeblood passive in the alchemist skill line? It's been useless since release. What do you guys think?
Well I didn't like this dot meta but if I got even more resistance to dots on my necromancer, together with her purges then I could laugh at zerglings even more while they try to kill me.
GrimTheReaper45 wrote: »Personally I would prefer they removed all combat related passives from he crafting line, not add more. You shouldnt have to level a non crafter to 50 in alchemy to get the most out of it in combat. Its not a combat skill line, there shouldnt be combat related passives in it. Just have potions by default last the same time as the passive allows now.
the1andonlyskwex wrote: »I don't really think it's a good idea to tie combat performance to a crafting skill line. Medicinal Use is already bad enough, and adding another similar skill (especially to Alchemy) isn't something I would want.
Crafting skills should be optional, just like housing.
the1andonlyskwex wrote: »I don't really think it's a good idea to tie combat performance to a crafting skill line. Medicinal Use is already bad enough, and adding another similar skill (especially to Alchemy) isn't something I would want.
Crafting skills should be optional, just like housing.
Wut about increasing duration on potions aka weapon power pots
the1andonlyskwex wrote: »Wut about increasing duration on potions aka weapon power pots
That shouldn't be in a crafting skill line either. There are also similar skills in Provisioning, but food and drink last so long that they only really provide convenience, not combat performance.
In my opinion, all of these skills should either be:
1) Removed
2) Moved into other, combat-related, skill lines
Or
3) Modified so they affect the duration of crafted potions/food/drink, instead of consumed potions/food/drink. (This would require adding duration tiers to crafted consumables, in addition to the existing power tiers, and it would have the added benefit of making points spent in crafting trees actually improve crafted products.)
WrathOfInnos wrote: »This is a great idea. An easy way to make DoTs less effective against other players without making them weak in PVE. And they could even sell the Alchemy skill line in the crown store
First off, not pay to play for the umpteenth time.
The way I see it, they could very well have made potions default time 45+ seconds from the jump and that practically is already the case since, as Liquid Pony stated, it takes no time at all to level it up. Maybe they didn't foresee it being so easy or maybe they did. Doesn't matter either way.
Also thematically, resistance against dots doesnt even make sense outside of like Poison and Disease Damage. Even then, even direct damage of those two types should be lowered then as well. But Snakeblood does need a change forreal though.
Nordic__Knights wrote: »WrathOfInnos wrote: »This is a great idea. An easy way to make DoTs less effective against other players without making them weak in PVE. And they could even sell the Alchemy skill line in the crown store
THEY ADD ONE CRAFT THEY WILL ADD ALL AND HAVE TO. Making this game nothing but pay to play no ty
Nordic__Knights wrote: »First off, not pay to play for the umpteenth time.
The way I see it, they could very well have made potions default time 45+ seconds from the jump and that practically is already the case since, as Liquid Pony stated, it takes no time at all to level it up. Maybe they didn't foresee it being so easy or maybe they did. Doesn't matter either way.
Also thematically, resistance against dots doesnt even make sense outside of like Poison and Disease Damage. Even then, even direct damage of those two types should be lowered then as well. But Snakeblood does need a change forreal though.
Dude anytime you pay money to advance something others had to work for its pay to play easy as that and yes for eso theres already an lot skill lines , skyshards, xp Scrolls , crafting timer reduction, eso+, character slots (due to extra bag space) some are more mild than others but all fall under this standard.
One of them eso+ was around in beginning and you didn't get bag space at start it too was added because LOTS stop getting it regularly because it stoped being useful
Mettaricana wrote: »Upon drinking potion gain a 20% resistance to dots for 15 secs cool down is when potion can be used again
LiquidPony wrote: »GrimTheReaper45 wrote: »Personally I would prefer they removed all combat related passives from he crafting line, not add more. You shouldnt have to level a non crafter to 50 in alchemy to get the most out of it in combat. Its not a combat skill line, there shouldnt be combat related passives in it. Just have potions by default last the same time as the passive allows now.
It takes literally 5 minutes to level Alchemy.
Do you max your crafting on every chracter to use crafted armor?Only problem with 3 is then players won’t invest in alchemy as they can just give crafters the materials to make them the best even if it costs some gold
Nordic__Knights wrote: »WrathOfInnos wrote: »This is a great idea. An easy way to make DoTs less effective against other players without making them weak in PVE. And they could even sell the Alchemy skill line in the crown store
THEY ADD ONE CRAFT THEY WILL ADD ALL AND HAVE TO. Making this game nothing but pay to play no ty
GrimTheReaper45 wrote: »LiquidPony wrote: »GrimTheReaper45 wrote: »Personally I would prefer they removed all combat related passives from he crafting line, not add more. You shouldnt have to level a non crafter to 50 in alchemy to get the most out of it in combat. Its not a combat skill line, there shouldnt be combat related passives in it. Just have potions by default last the same time as the passive allows now.
It takes literally 5 minutes to level Alchemy.
not if you dont have a ton of mats to throw at it
Luckylancer wrote: »People say "no you cant do it because blablabla" then talk about how to fix it.
In skyrim, alchemy was an combat skill. You could only level alchemy and kill stuff. ESO is MMO. Craftimg skills should be for crafting only.
Solutions:
1) make it baseline, an already unlocked passive
2) make it level 1 or 5 passive for alchemy. You brew a pot and done. You got it.Do you max your crafting on every chracter to use crafted armor?Only problem with 3 is then players won’t invest in alchemy as they can just give crafters the materials to make them the best even if it costs some gold