|
Post by Lugwy on Jun 12, 2017 15:05:14 GMT -5
I'm mostly referring to the basic potions (healing/recovery/stamina) in this topic, though this can apply to the other potions if they have similar issues.
As is, judging from a few comments scattered in Discord, potion level doesn't seem to make much of an effect in overall potency. For example, with red potions the difference in amount healed between a level 10 potion and a level 50 potion can be measured in one hand with fingers to spare. While this may be fine for a weapon or mod that you can use repeatedly, it doesn't seem to make sense for consumables, especially ones you find and thus are in limited quantity, and it makes the profession of alchemy appear to be a trap unless you're built around mainlining the exotic potions (which no NPC sells and is not a loot drop AFAIK) or investing in the Mixologist line to get more effect out of stronger potions.
I would suggest tuning up the scaling of basic potion recovery to make the higher ones seem worthwhile for the toxicity and monetary cost over lower-leveled potions. I don't know how the server calculates it, so I can't really offer any concrete examples.
|
|
|
Post by Fuzz on Jun 12, 2017 16:30:08 GMT -5
Higher level potions use less toxicity which can be invaluable both in and out of combat.
|
|
|
Post by Kaybrie on Jun 12, 2017 16:50:19 GMT -5
In the worst most dire scenario's, having a few higher level potions on you can help.
In most practical situations, it's better to just keep and use level 10 potions. If even that. I've started just crafting my own level 1 potions to save money.
|
|
|
Post by drunkensolamnic on Jun 12, 2017 22:41:14 GMT -5
I agree, The difference between a level 10 and 50 potion could definitely afford to be more dramatic. And may help address the dynamic of non-tanks being unable to take some of their own due damage from mobs if they can drink four potions instead of five for the same effect.
|
|
|
Post by Lugwy on Jun 13, 2017 0:06:11 GMT -5
If a potion heals, say, 25 HP, that 25 HP will be received differently between characters with 100 HP, 150 HP, and 200 HP. Lower toxicity cost is all well and good, but if the restoration doesn't scale, a character who invests in HP may just end up drinking extra anyway, negating the toxicity discount.
A lesser toxicity cost makes sense for buff potions that reserve a portion, but for the one-use concoctions (e.g. reds/greens/oranges), I'd suggest they increase the amount restored instead and to keep the toxicity cost flat or increase it a little accordingly. With one-use comestibles people are more interested in "how much does this potion restore me for" than "how much less toxicity did drinking that use up".
|
|
|
Post by Psionic-Entity on Jun 13, 2017 8:23:11 GMT -5
Higher level potions restore more HP for the same toxicity cost.
|
|
|
Post by modular on Jun 13, 2017 8:37:17 GMT -5
Alchemy is the redheaded stepchild of crafting. Already, people would rather save two bucks or more and do untrained potions, than pay fifty, sixty dollars more per order.
I've been crafting since the launch, I'm at low 40s, multiple characters have caught up to me, and there are no few people who would rather make their own for cost.
Especially compared to the thoroughness of othrr crafting, alchemy feels haphazard and difficult to justify, both at any higher level, and more generally as a craft at all.
|
|
|
Post by drunkensolamnic on Jun 13, 2017 8:42:30 GMT -5
Dem tastey frog-toes. Don't forget about them!
|
|
|
Post by electrohydra on Jun 13, 2017 13:21:36 GMT -5
I've played a few characters now, and up to level 40 (Might change at higher levels? But I doubt it) I've never paid an alchemist to make my potions. It always seemed like the increased costs where not worth it. The increase in potency seems really small, and I feel like my money would be better spent elsewhere, keeping my equipment up to my level or acquiring specialized equipment for the zones that require such things. All of my characters, alchemy feats or not, have made their own potions. It might be different for the special potions (Blue Moon, Jungle Juice, etc) where for these a higher level potion seems more useful, but for basic potions not so much.
|
|
|
Post by Psionic-Entity on Jun 13, 2017 14:13:12 GMT -5
Current healing potions cost 30 toxicity and add 20 HP, +1/10 for every item level (if you have something like level 12 then it's a 20% chance of 22 and an 80% chance of 21).
I'd be interested in opinions on what kind of numbers, either in increased effectiveness or decreased cost, would make people consider using the better potions.
|
|
|
Post by Lugwy on Jun 13, 2017 17:54:40 GMT -5
For restorative potions, I would suggest doubling the scaling to +1HP per 5 levels.
A level 40 alchemist's red potions will heal 28 HP under the new scaling as opposed to 24 HP with the current one. Not much of a difference overall, but noticeable enough that it might incentivise people to purchase more from the skilled alchemists.
edit: Another possibility is to look at potion pricing (not counting reagent costs) and scale the HP restored to match the price, or vice versa. Not sure how the current ratio goes.
|
|
|
Post by Psionic-Entity on Jun 15, 2017 17:24:27 GMT -5
Currently healing potions start at 20 HP for 30 Tox and end at 30 HP for 30 Tox. I'm going to try setting it to 40 HP for 40 Tox at high level instead, and also cut down on the dollar cost scaling a little bit. Hopefully this will help differentiate them a bit without encouraging low level PCs to overspend on high level potions.
|
|
|
Post by gazoo on Jun 15, 2017 17:28:54 GMT -5
Scaling will then be from 20hp, 40 tox to 40hp, 40 tox? if I understand correctly?
|
|
|
Post by Psionic-Entity on Jun 15, 2017 17:35:09 GMT -5
Nope, still 20/30 at level 1.
|
|