A little alchemy rebalance idea

Thoughts on the further development of Haven & Hearth? Feel free to opine!

A little alchemy rebalance idea

Postby kirillius98 » Sun Oct 16, 2022 5:59 pm

It would be better if wounds created using an alchemy potions could split into multiple instances of the same type (I mean, remove 110 rot gut and add 6-7 wounds with 10-20 points)
Why this would be better? Because rot gut can't be healed with anything except alchemy and anctient root - also it takes A DAY to remove ONE POINT from this wound.
What else can be done about it? Add cure to alchemical wounds - such as few fixed high cost recipes for removing rot got and blistering headache, medium cost recipes for maddening rash and aching joints and low cost cure for chills and nausea.
If this medicine would be added - damage from bad elixirs should be increased by 2-3 times. This will increase meaning of GOOD potions.
User avatar
kirillius98
 
Posts: 55
Joined: Wed Aug 16, 2017 2:52 am

Re: A little alchemy rebalance idea

Postby Sevenless » Sun Oct 16, 2022 7:38 pm

kirillius98 wrote:It would be better if wounds created using an alchemy potions could split into multiple instances of the same type (I mean, remove 110 rot gut and add 6-7 wounds with 10-20 points)
Why this would be better? Because rot gut can't be healed with anything except alchemy and anctient root - also it takes A DAY to remove ONE POINT from this wound.
What else can be done about it? Add cure to alchemical wounds - such as few fixed high cost recipes for removing rot got and blistering headache, medium cost recipes for maddening rash and aching joints and low cost cure for chills and nausea.
If this medicine would be added - damage from bad elixirs should be increased by 2-3 times. This will increase meaning of GOOD potions.


You're just not supposed to let people drink anything that has alch wounds other than chills/rash. It's part of the art of crafting elixirs. The game fully discloses what wounds you'll get if you swill something, and the wiki should have the healing rates for it as well.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7610
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: A little alchemy rebalance idea

Postby kirillius98 » Sun Oct 16, 2022 7:49 pm

Sevenless wrote:
kirillius98 wrote:It would be better if wounds created using an alchemy potions could split into multiple instances of the same type (I mean, remove 110 rot gut and add 6-7 wounds with 10-20 points)
Why this would be better? Because rot gut can't be healed with anything except alchemy and anctient root - also it takes A DAY to remove ONE POINT from this wound.
What else can be done about it? Add cure to alchemical wounds - such as few fixed high cost recipes for removing rot got and blistering headache, medium cost recipes for maddening rash and aching joints and low cost cure for chills and nausea.
If this medicine would be added - damage from bad elixirs should be increased by 2-3 times. This will increase meaning of GOOD potions.


You're just not supposed to let people drink anything that has alch wounds other than chills/rash. It's part of the art of crafting elixirs. The game fully discloses what wounds you'll get if you swill something, and the wiki should have the healing rates for it as well.


I know about that but wound generation mechanics are working REALLY strange - I tried to create potion to heal Quicksilver poisoning - chills and rash are ok about that. When I tried to create potion to heal Rot Gut - I've got potion that deals 40 dmg Rot Gut and heals 24 dmg Rot Gut. I think that such an alchemical recations at least shouldn't exist.

I created lots of potions to use and found a lot of problems with the current system - such as getting damage that was not stated anywhere (nasty lacaration turns into blistering headache - not stated on any part of potion, quicksilver poisoning turning rash - not stated anywhere). And yeah, I am not saying that I've created a potion with no drawbacks - I create a potion that converts wounds to almost random alchemical wounds and that's unfair - I got damage from Rot Gut-healing elixir and as a result I've got Rot Gut, Blistering Headache and Maddening Rash at once

This is not OK to get more time for healing from pure healing elixir
User avatar
kirillius98
 
Posts: 55
Joined: Wed Aug 16, 2017 2:52 am

Re: A little alchemy rebalance idea

Postby Schattengaenger » Mon Oct 17, 2022 1:57 am

For some reason I have been getting a lot of potions that turn mundane sounds like nettle burns into nerve damage. Fun stuff and really hard to track down what it is. That said, with enough brute force work we are finally at a point where you can research effects more effectively and it only took me 10 glimmermoss to not only find all four effects but also their order.
What I find most limiting is the fact you can only ever viably make good potions with an edible mushroom as a base or a stone. The former is the more financially feasible (quicksilver isn't all that easy to come by for many people) but limits you so badly in what you can achieve with it.
I find it also a bit opaque to know which things found as "true forage"
Like why is the gooseneck barnacle not something to be used for alchemy?
Healing rot gut is giving me a bit of a headache for the moment, but it should be treatable pretty soon with no herculean effort.
User avatar
Schattengaenger
 
Posts: 290
Joined: Sat Dec 27, 2014 10:49 am

Re: A little alchemy rebalance idea

Postby Reiber » Mon Oct 17, 2022 2:48 am

[quote="Schattengaenger" "true forage"
Like why is the gooseneck barnacle not something to be used for alchemy?
[/quote]

i dont know what "true forage" is supossed too mean, but as far as i know alchemy asks for "herbs" but means plants really.
goosneck barnacles are. well barnacles. you cant use clams mussels and oisters for alchemy, do you?
User avatar
Reiber
 
Posts: 989
Joined: Thu Aug 14, 2014 7:24 pm

Re: A little alchemy rebalance idea

Postby Austinh15 » Tue Oct 18, 2022 2:36 pm

Reiber wrote:
i dont know what "true forage" is supossed too mean, but as far as i know alchemy asks for "herbs" but means plants really.
goosneck barnacles are. well barnacles. you cant use clams mussels and oisters for alchemy, do you?



You can use sea sponges tho. :)
User avatar
Austinh15
 
Posts: 306
Joined: Fri Sep 17, 2010 10:45 pm

Re: A little alchemy rebalance idea

Postby Tonio » Thu Oct 20, 2022 9:18 am

Image

we have similar problem with Bum burn

maybe it is a bug?
Elixir should work faster than nothing
But it seems it doesn't work =(
Tonio
 
Posts: 11
Joined: Fri Nov 04, 2011 6:49 pm

Re: A little alchemy rebalance idea

Postby Reiber » Thu Oct 20, 2022 11:56 am

Tonio wrote:Image

we have similar problem with Bum burn

maybe it is a bug?
Elixir should work faster than nothing
But it seems it doesn't work =(


if i wouldnt know thats dev something jorbtard would mess up, i´d say that is intentional, bummburn after all is an balancewound, making it healable by rtubbing together 2 plants, would just return the senseless pepperspamm, but seing your at 300+ its here already.
User avatar
Reiber
 
Posts: 989
Joined: Thu Aug 14, 2014 7:24 pm

Re: A little alchemy rebalance idea

Postby kirillius98 » Thu Oct 20, 2022 12:43 pm

Reiber wrote:
Tonio wrote:Image

we have similar problem with Bum burn

maybe it is a bug?
Elixir should work faster than nothing
But it seems it doesn't work =(


if i wouldnt know thats dev something jorbtard would mess up, i´d say that is intentional, bummburn after all is an balancewound, making it healable by rtubbing together 2 plants, would just return the senseless pepperspamm, but seing your at 300+ its here already.


If it is true, why here is possibility to heal it?
User avatar
kirillius98
 
Posts: 55
Joined: Wed Aug 16, 2017 2:52 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 216 guests