Lord Argus
Member
Still no real magic system, I see. Oh well, I'll check back in another year, have fun all!
Yeah it feels so much more like magic than just, well, magically doing stuff without effort. You have to go harvest a (thankfully reasonably harvestable) resource, decide when it's worth using, etc.Alchemy makes it a whole different game, the animations and increased amped up effects make the skills seem fresh and exciting, managing the Ember as a resource feels like mana management. Sure there isn't a recharge in the normal fashion, meaning you must refill the ember on your ember stone but it still feels like magic in many ways.
But yeah mod keys (especially alt) are a pain. You can change the keybinds. I set alch 1 & 2 to my mouse side buttons.Having to fiddle around with modifier keys and the increased cast times pretty much kills it for me.
The problem is, if it's a real clutch situation you want that ability to go out NOW. If you can afford a 3s cast (or rather 3.5-4s as you need some time to press modifier and recognize it's active), the situation probably wasn't that clutch after all.The 2-second increased cast times feel a bit too much to me sometimes, but I like th tradeoff they require you to make in clutch moments.
That's a very good point. I'd almost—almost—rather not have alchemy 2, and intead have toggles to do alchemy 1 as it is, and the other to not add a cast time but cost a little more ember essence.The problem is, if it's a real clutch situation you want that ability to go out NOW. If you can afford a 3s cast (or rather 3.5-4s as you need some time to press modifier and recognize it's active), the situation probably wasn't that clutch after all.
I would honestly just scrap the entire system. Why are we even discussing the validity for clutch situations? Because all lesser use-cases are already out the window because of the resource cost. Every skill has to directly compete in value with a teleport. Do I rather save 10 min of walking or have 1 skill do double damage? I'd really like to see statistics on this, but my guess is 70-90% (depending on class) of Alc 1 skills never get used (after maybe leveling them).That's a very good point. I'd almost—almost—rather not have alchemy 2, and intead have toggles to do alchemy 1 as it is, and the other to not add a cast time but cost a little more ember essence.
Not at all. You have to think ahead. For instance, if you have an already pretty tough pull, and then all of a sudden there are extra adds that you didn't plan to have, you use ember abilities NOW to do more damage and kill them faster, to mitigate more damage, or to save stamina for heals because you know you're going to run out of resources later if you don't.The problem is, if it's a real clutch situation you want that ability to go out NOW
They're not. Alchemy 1 abilities do roughly double the effect, and alchemy 2 abilities do roughly quadruple the normal effect.Tradeoffs are fine and dandy, but a skill with a significant cooldown and resource cost shouldn't feel like a sidegrade IMO
This is definitely not true. Killing stuff faster is always helpful. It means less damage to mitigate or heal, and it's absolutely a high priority when there are accidentally too many mobs in a pull to burn down the extras as fast as possible to relieve pressure on the healers and tanks or to free up people who are kiting. On my brigand, I find myself using alchemy a lot for unexpectedly large or difficult pulls, and it really makes a difference. (Especially alchemy advantaged strike, which all strikers get, and you can combine with other alchemy abilities to stack effects for bursting, something berserkers are really good at.)A damage skill doing 2-3x the normal damage will basically never have the potential to save the day
I know I've told you this before but, again, having panic buttons makes it easier to get into your flow state. Having a high resource cost makes it so that you could enter your flow state both without using it or with using it, increasing the range of difficulty for encounters that will keep you engaged and focused.I would honestly just scrap the entire system. Why are we even discussing the validity for clutch situations? Because all lesser use-cases are already out the window because of the resource cost.
That's why there's travel essence. One strategy people use is to buy travel essence and keep your normal ember low, so that you gain ember from every kill instead of just from ember mobs. Then you can use your ember more often.Every skill has to directly compete in value with a teleport.
I don't really have a problem with this suggestion. I like having a lot of situational abilities and deciding what to use when. But keep in mind that this makes ember less valuable. Before my characters hit lvl 20, ember is just boring and basically always nearly full. Having an ember sink like alchemy makes ember feel good to get, and you'll always need to get more, so it gives a reason to keep playing if you enjoy gathering valuable resources.My suggestion would be to boil it down to maybe 3 skills per class (that also get their own hotbar + keybinds, obtained at say lvl 20, 40 + 50) that are generally useful or good "oh shit" buttons.
I use alchemy abilities a lot. Some are situational (like alchemy fading strike), so they don't get used a lot because you're generally trying to avoid the situation in which they would be used in the first place. I would definitely agree, though, that a lot of alchemy abilities on my healers and tanks go unused. When I'm healing, for instance, I generally try to save my ember for healing abilities, so I don't really use things like alchemy salvo. But then, I don't really use salvo in groups either. But I would absolutely use alchemy salvo for a tough solo fight.I'd really like to see statistics on this, but my guess is 70-90% (depending on class) of Alc 1 skills never get used (after maybe leveling them)
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