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The effect of Alchemy skill on potions and drugs seems to have been completely absent, except for duration. The bonuses of the potions, that previously scaled with Alchemy, just stay at their base level. This applies to Poisons as well, for which the damage does skill but the additional penalties do not. It's not clear whether this is intentional or a bug, since nothing is mentioned about this in the patch 1.2.0 update thread.

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Posted (edited)

Yeah all drugs are now only at base values

 

Potions are as well. Alchemy skill nerfed into oblivion or is it a bug?

Edited by Dorftek
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Posted (edited)

Yeah, the patch notes don't address it directly (except to say that they "removed overridden scaling" from poison/potion/drug effects), but it's hard to imagine that this wasn't deliberate.  High-alchemy characters spending a few hundred copper in exchange for +8 to three attributes all day long and hilariously high per-combat buffs to things like Armor and PEN was pretty silly.  

 

I wrote a bit about what alchemy appears to influence in 1.2b here.

 

The damage/duration boosts to poisons still seem to be a worthwhile payoff for skillpoint investment.  Deciding whether to invest in that or, say, Athletics or Sleight of Hand is a bit less of a no-brainer. 

Edited by Enoch
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Posted

Yeah, the patch notes don't address it directly (except to say that they "removed overridden scaling" from poison/potion/drug effects), but it's hard to imagine that this wasn't deliberate.  High-alchemy characters spending a few hundred copper in exchange for +8 to three attributes all day long and hilariously high per-combat buffs to things like Armor and PEN was pretty silly.  

 

I wrote a bit about what alchemy appears to influence in 1.2b here.

 

The damage/duration boosts to poisons still seem to be a worthwhile payoff for skillpoint investment.  Deciding whether to invest in that or, say, Athletics or Sleight of Hand is a bit less of a no-brainer. 

 

Yes i completely agree that Alchemy skill as it was were way too powerful, but as of 1.2 it has been completely butchered instead of actually "balancing it" as they did with explosives. Explosives can still chain CC enemies and with proper Explosive skill they still do very nice AoE dmg. This has only changed the "no brainer" from going Alchemy, Arcana or Explosives into "go explosives regardless of character". Why would i use a single use poison for a single target CC when i can CC whole grps instead with grenades? I wouldnt because it doesnt make any sense at all.

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Posted

 

Yeah, the patch notes don't address it directly (except to say that they "removed overridden scaling" from poison/potion/drug effects), but it's hard to imagine that this wasn't deliberate.  High-alchemy characters spending a few hundred copper in exchange for +8 to three attributes all day long and hilariously high per-combat buffs to things like Armor and PEN was pretty silly.  

 

I wrote a bit about what alchemy appears to influence in 1.2b here.

 

The damage/duration boosts to poisons still seem to be a worthwhile payoff for skillpoint investment.  Deciding whether to invest in that or, say, Athletics or Sleight of Hand is a bit less of a no-brainer. 

 

Yes i completely agree that Alchemy skill as it was were way too powerful, but as of 1.2 it has been completely butchered instead of actually "balancing it" as they did with explosives. Explosives can still chain CC enemies and with proper Explosive skill they still do very nice AoE dmg. This has only changed the "no brainer" from going Alchemy, Arcana or Explosives into "go explosives regardless of character". Why would i use a single use poison for a single target CC when i can CC whole grps instead with grenades? I wouldnt because it doesnt make any sense at all.

 

 

Because you have AoE already and need boss anti-measure.

 

I guess when Explosives will be nerfed in next patch you will be happy because then Alchemy will "make sense" again ;)

 

While I do not really support any of the nerfs, if I was to accept that constant balancing is a worthwhile endeavor, then I would nerf Alchemy in a similar fashion it's done in 1.2, because how else? Certainly not leaving 9 Armor for 200 sec in a balanced game revolving around Armor and Penetration. 

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