I feel that Alchemy is not rewarding enough compared to other great Professions. It allows to unlock Profession lvl 20 and Rank 3 slots very quick and that's about it. I think that's not how it's supposed to be. Crafting 1 Major Potion of Healing for 1h seems completely ridiculous.
Sure you can craft Major Flask of Potency (which is great) for 2 hours, but 1 wrong move in dungeon and it's gone. You can't use it in PvP either because it does not persist through death. So I suggest next simple steps:
1. Make Major Flask of Potency and Major Flask of Protection death persistable.
2. Make them BoP, so you can't buy them and have to make yourself.
3. Nerf the stats they give if it's needed.
After that every player would want to have Alchemy lvl 20 in profession list. With upcoming module 3 PvP system it would be must-have, just like stone today.
I think all the professions are pretty useless except Leadership for the AD.
I only use Alchemy for dyes pretty much.
I dont have enough bag space for pretty much any of the others, and i've yet to be able to craft anything useful.
I think all the professions are pretty useless except Leadership for the AD.
I only use Alchemy for dyes pretty much.
I dont have enough bag space for pretty much any of the others, and i've yet to be able to craft anything useful.
IMO the professions are a joke.
They are a joke. Even leadership isn't really all that worth it once you figure out how to cap your daily AD limit. Unfortunately they'd have to revamp the entire system if they wanted to change it to something more useful in terms of time investment/rewards. As it stands right now, it's absolutely not worth investing in.
Need more batches in alchemy for flasks and distilled pots. I don't see a reason to make potions bop, you can make a lot of money from shirt/pant making (although requires a significant investment so you should be in it for the long term) so I see why not to make some from alchemy.
Leadership is great for multiple toons or if you don't actively hit your daily limit. Takes a while to get there though...
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chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited April 2014
The BoP makes me want to disagree, even though I don't know what the potion does and probably wouldn't use it.. which is why I couldn't agree to BoP, I guess.. haha
Leadership? Useless? That's not the case for me. I make my refining cap on 11 chars every single day whether I do anything or nothing.. so.. not useless. Ninety-nine slots running on even a loose schedule... It's pretty effective.
Recently my IRL friend in the game tried to give me a bunch of these potions.. I told him to use them, trade them or vendor them, because I didn't want to sacrifice an inventory slot for them. (Of course I expressed gratitude, because I am pretty sure he thought I would be excited to have them.. I just can't manage that much inventory, I have too much already.) Point is, they were free, I didn't even have to wait for them, and I didn't take them. So yeah.. needs work.
As far as usable in PvP? Not gonna touch that. Anything you do in there will not sit well with -someone.- So I have nothing to say about it.
But I totally agree, that.. until each and every one of the other professions offers something that temps me to use slots for something other than direct AD generation, on a repeated basis, I don't think the designers of these components can go home and call their job done.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited April 2014
While I can commend the devs for wanting to try a different way of progressing with alchemy, if you don't have the potions in stock to do the experimentation, it becomes a very time consuming process. I would like to see the vitriol costs reduced, and potions should come in batches of 3-5 *base*, (instead of individually). Experimentation tasks should award several level-appropriate potions, in addition to the unstable ones, as well.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
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psyb3rtr011Member, NW M9 PlaytestPosts: 340Arc User
I think all the professions are pretty useless except Leadership for the AD.
I only use Alchemy for dyes pretty much.
I dont have enough bag space for pretty much any of the others, and i've yet to be able to craft anything useful.
IMO the professions are a joke.
I disagree. Leadership is excellent to get a steady supply of AD, without spending real money.
I do wish they would look at ways to fine tune the other crafts, and make them more meaningful in the game. Here are my suggestions:
1) Add 20th Level Crafts that "Enhance" existing Purple Items, like is done with the Guantlet's already. You could have several choices, that would add increases to Rating. For instance:
Holy: Increases Power by 50
Wounding: Increases Critical Strike by 50
Piercing: Increases Armor Penetration by 50
Restoration: Increases Recovery by 50.
Bastion: Increases Defense by 50.
Dodge: Increases Deflect by 50.
Healing: Increases Regeneration by 50.
Vampiric: Life Steal: Increases Life Steal by 50.
Speed: Increase Movement by 50.
These should require numerous prerequisites: For instance: Grandmaster (Purple) Craftsman, One of each of the Mithril Tools for the specific Craft (http://neverwinter.gamepedia.com/Profession#Tools), and Consumables from Alchemy (See below), a Dragon Egg and another Blue Component.
Alchemists would have the ability to create Essences for these Crafts, that would (Of Course) need to be added to the existing Recipes, and would have similar requirements for Grandmaster and 3 Mithril Assets, and would require a Perfected Enchantment or Runestone, plus Blue and Green Components (Preferably those that are not used much now.) and Vitriols.
Any such Enhancement, would require 18 hours time, even with the Grandmaster Craftsman Asset (36 hours normal), but could be reduced with another Craftsmen Assisting to a minimum of 9 hours.
This would only work for Armor, Weapons, Shields, Helms, Boots, Guantlets, Shirts, Pants, Orbs, Talismans, Symbols and Icons, since Rings, Amulets/Cloaks, and Belts do not have Crafters for them yet. These Enhancements would only be available for the Character, and would require three Crafts be at 20th level, with Master Craftsmen and Tools for their Class. So, with 8 separate pieces for each class, they could at best get a 400 boost to a single Rating, or they could spread them out as needed. Not as powerful as a Boon, but a definite reason to increase the Crafts to 20th level, and try to get Master Assets for them all.
This would in effect, be the equivalent of adding another, minor Enchantment/Runestone Slot to the item, but not as unbalancing.
2) Allow all Craftsmen to sell Crafted Items for AD. Not on the AD Market, but to the City of Neverwinter itself. Make new Crafts Contracts, that give them comparable AD returns as exists for Leadership, based on the time required to complete the Craft. This would allow a player to possibly make all 9 Craftsmen making 1600 AD per 12 hour base (6 hours with a Grand Master in each).
3) Make it so Alchemists can spend time refining additional AD over the daily limit as a Level 20 Craft.
If the last two were implemented, it is very possible that a character with Grandmaster/Epic Heros working for all 9 slots, could make 14,400 Raw AD per 6 hours, or 57,600 Raw AD a day. Exceeding the daily limit that can normally be refined. But, by making it possible for the Grandmaster Alchemists to refine up to 1,600 every 6 hours, they would reduce this total by 3,200 each (Instead of creating 1,600, they are refining 1,600, so net loss 3,200 potential Raw AD per crafting session) for those having to convert. Where the Alchemists would come into play, is in refining any additional Raw AD to the normal 24,000 per day from all sources.
Comments
I only use Alchemy for dyes pretty much.
I dont have enough bag space for pretty much any of the others, and i've yet to be able to craft anything useful.
IMO the professions are a joke.
They are a joke. Even leadership isn't really all that worth it once you figure out how to cap your daily AD limit. Unfortunately they'd have to revamp the entire system if they wanted to change it to something more useful in terms of time investment/rewards. As it stands right now, it's absolutely not worth investing in.
Leadership is great for multiple toons or if you don't actively hit your daily limit. Takes a while to get there though...
Leadership? Useless? That's not the case for me. I make my refining cap on 11 chars every single day whether I do anything or nothing.. so.. not useless. Ninety-nine slots running on even a loose schedule... It's pretty effective.
Recently my IRL friend in the game tried to give me a bunch of these potions.. I told him to use them, trade them or vendor them, because I didn't want to sacrifice an inventory slot for them. (Of course I expressed gratitude, because I am pretty sure he thought I would be excited to have them.. I just can't manage that much inventory, I have too much already.) Point is, they were free, I didn't even have to wait for them, and I didn't take them. So yeah.. needs work.
As far as usable in PvP? Not gonna touch that. Anything you do in there will not sit well with -someone.- So I have nothing to say about it.
But I totally agree, that.. until each and every one of the other professions offers something that temps me to use slots for something other than direct AD generation, on a repeated basis, I don't think the designers of these components can go home and call their job done.
Roland Mac Sheonin GF | Tarron Direheart SW |
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
I disagree. Leadership is excellent to get a steady supply of AD, without spending real money.
I do wish they would look at ways to fine tune the other crafts, and make them more meaningful in the game. Here are my suggestions:
1) Add 20th Level Crafts that "Enhance" existing Purple Items, like is done with the Guantlet's already. You could have several choices, that would add increases to Rating. For instance:
Holy: Increases Power by 50
Wounding: Increases Critical Strike by 50
Piercing: Increases Armor Penetration by 50
Restoration: Increases Recovery by 50.
Bastion: Increases Defense by 50.
Dodge: Increases Deflect by 50.
Healing: Increases Regeneration by 50.
Vampiric: Life Steal: Increases Life Steal by 50.
Speed: Increase Movement by 50.
These should require numerous prerequisites: For instance: Grandmaster (Purple) Craftsman, One of each of the Mithril Tools for the specific Craft (http://neverwinter.gamepedia.com/Profession#Tools), and Consumables from Alchemy (See below), a Dragon Egg and another Blue Component.
Alchemists would have the ability to create Essences for these Crafts, that would (Of Course) need to be added to the existing Recipes, and would have similar requirements for Grandmaster and 3 Mithril Assets, and would require a Perfected Enchantment or Runestone, plus Blue and Green Components (Preferably those that are not used much now.) and Vitriols.
Any such Enhancement, would require 18 hours time, even with the Grandmaster Craftsman Asset (36 hours normal), but could be reduced with another Craftsmen Assisting to a minimum of 9 hours.
This would only work for Armor, Weapons, Shields, Helms, Boots, Guantlets, Shirts, Pants, Orbs, Talismans, Symbols and Icons, since Rings, Amulets/Cloaks, and Belts do not have Crafters for them yet. These Enhancements would only be available for the Character, and would require three Crafts be at 20th level, with Master Craftsmen and Tools for their Class. So, with 8 separate pieces for each class, they could at best get a 400 boost to a single Rating, or they could spread them out as needed. Not as powerful as a Boon, but a definite reason to increase the Crafts to 20th level, and try to get Master Assets for them all.
This would in effect, be the equivalent of adding another, minor Enchantment/Runestone Slot to the item, but not as unbalancing.
2) Allow all Craftsmen to sell Crafted Items for AD. Not on the AD Market, but to the City of Neverwinter itself. Make new Crafts Contracts, that give them comparable AD returns as exists for Leadership, based on the time required to complete the Craft. This would allow a player to possibly make all 9 Craftsmen making 1600 AD per 12 hour base (6 hours with a Grand Master in each).
3) Make it so Alchemists can spend time refining additional AD over the daily limit as a Level 20 Craft.
If the last two were implemented, it is very possible that a character with Grandmaster/Epic Heros working for all 9 slots, could make 14,400 Raw AD per 6 hours, or 57,600 Raw AD a day. Exceeding the daily limit that can normally be refined. But, by making it possible for the Grandmaster Alchemists to refine up to 1,600 every 6 hours, they would reduce this total by 3,200 each (Instead of creating 1,600, they are refining 1,600, so net loss 3,200 potential Raw AD per crafting session) for those having to convert. Where the Alchemists would come into play, is in refining any additional Raw AD to the normal 24,000 per day from all sources.
AKA Cyber Troll and Euben Hadd