by Detharon » Sun Aug 02, 2020 6:42 pm
I like the concept of alchemy, but it seems very unbalanced at this point.
1. Stat boosting potions are okay early world but they become obsolete pretty fast. I can imagine that during the first week, having a potion that increases masonry can be useful when one finds ore of good quality, or strength boosting potion to mine that hard rock, or having additional exploration / perception can help finding herbs, but the effect wears off very fast so its usefulness is very limited. Later on they're all pretty much useless, because the bonus is flat. I suggest that they have both flat bonus and a percentage bonus, so that they're useful at any point of the world. And it definitely needs to last longer than just a few minutes.
2. Incurable bum burn was a limiting factor of pepper usage. Without having a good supply of ancient roots it was impossible to heal it. Now the big boys can eat more pepper and progress even faster than before. I think it's okay to have some way to heal the bum burn, but the effect now is way too strong. The wound is no longer scary. A simple potion heals 20-30 points now -- 10 times less would make more sense to me. This way there would be away to get rid of that wound, but it wouldn't be so easy if you overuse pepper. Or remove it altogether, if there's a combination that removes bum burn but doesn't cause any other wound.
3. There's a wound called wretched gore which is a nightmare to heal. Well, it was a nightmare to heal, because the best available treatment heals like 3-4 wretched gore points a day, so one had to rely on ancient roots to heal it faster. Now it's no longer an issue, since there's a potion that heals it. This change effectively decreases effects from being wounded even more. I think it also needs to be nerfed, just like the bum burn, unless the goal is to reduce the penalties from being hurt in combat.