Stat & skill elixir boosts are useless

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Stat & skill elixir boosts are useless

Postby Detharon » Thu Jan 15, 2026 4:34 pm

Currently, alchemy is only good for healing wounds. It’s actually pretty great at that, and I wouldn’t change anything there. It’s a good addition to standard healing and completely worth the effort required to discover the recipes. It also works well in the late game, when your character has a lot of HP and, therefore, potentially many wounds that take time to heal -- alchemy is crucial for speeding that up.

However, when it comes to other positive effects, such as bonuses to stats or skills, it’s completely useless. The +20 Farming? It’s a joke. Once your village is developed enough to support you with all the ingredients needed to discover good recipes, that bonus basically means… nothing. The same goes for all the other stats and skills. That’s a real bummer. The thing is, such bonuses would be great during the first week, but they’re already completely irrelevant by the time you actually start doing alchemy and only keep getting worse as the time goes.

So, my suggestion:
- Stat and skill bonuses should be percentage-based and provide a noticeable boost (like 10% base at Q10)
- The effect duration should be increased

The expected effect:
- Potions could potentially be used as temporary combat enhancements. For PvP, it wouldn’t change that much -- if your melee or strength increases from 300 to 360, that’s not a huge difference, especially if the effect will last only for a while, you can only drink one, drinking isn't instant and more importantly, they cannot be consumed while in combat. Still, slightly rewarding a prepared party doesn’t sound too bad either way. Making these potions take some time and resources, discovering them also requires a lot of effort.
- But it could be especially fun for miners or crafters. You drink a potion, sniff some boar tusk snuff, and suddenly your miner has enough strength to break through a hard node on level 9 of the mine. Or enough masonry not to cap the stones when you found a great quality node. Or you temporarily gain enough survival not to softcap the new stone axe, etc. etc.

It wouldn't be a game changer, you could ignore the alchemy altogether if you wanted to, which is fine, but at least it wouldn't be as useless as it is now.
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Re: Stat & skill elixir boosts are useless

Postby Razikus » Thu Jan 15, 2026 5:41 pm

That’s cool
I would also suggest to add some kind of additional factor to the randomness of alchemy table for example

So if you put alchemy gear in other order it will give other effect than in gear in other way around

That’s just example

That gives another combination factor and then you can be much more unique to discover something



Also I would suggest new effects, loud thinking
Speed up - player runs faster for x minutes, but then slows down for x minutes
Rustrooted - player sniff for ore for x minutes (works like rustroot but periodic)
Cognitive ability - player study curious faster or gains more lp
Repellent - aggresive mobs not attacking
Trollex - higher chance to dig out troll
Gastroenchancer - reduce hunger for eaten stuff for x minutes
Poison - periodic wound, if user will not find antidotum he will die
Antidotum - heals poison
Painkiller - heals wound, but temporarily, then goes back

Immunity enhancer - if taken consequently it will decrease wound rate like swamp feaver, infection etc
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Re: Stat & skill elixir boosts are useless

Postby taurenshaman » Thu Jan 15, 2026 5:54 pm

What? Speed boost?
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Re: Stat & skill elixir boosts are useless

Postby loleznub » Thu Jan 15, 2026 6:07 pm

Razikus wrote:That’s cool



Also I would suggest new effects, loud thinking
Speed up - player runs faster for x minutes, but then slows down for x minutes


Don't do that again, please.

15 years in this game and you don't understand how bad this would be for the game
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Re: Stat & skill elixir boosts are useless

Postby Razikus » Thu Jan 15, 2026 7:08 pm

loleznub wrote:
Razikus wrote:That’s cool



Also I would suggest new effects, loud thinking
Speed up - player runs faster for x minutes, but then slows down for x minutes


Don't do that again, please.

15 years in this game and you don't understand how bad this would be for the game



Maybe
Maybe something is also wrong in the fact that speed matters so much in PVP, that every mention of speed change in C&L is so controversial, but thats other point
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Re: Stat & skill elixir boosts are useless

Postby Nightdawg » Thu Jan 15, 2026 8:45 pm

Razikus wrote:Maybe something is also wrong in the fact that speed matters so much in PVP, that every mention of speed change in C&L is so controversial


Maybe something is also wrong with players that have registered 14 years ago that still don't get it
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Re: Stat & skill elixir boosts are useless

Postby taurenshaman » Thu Jan 15, 2026 8:49 pm

You wont have speed boosting elixir. THEY will.
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Re: Stat & skill elixir boosts are useless

Postby Detharon » Fri Jan 16, 2026 10:49 am

Razikus wrote:Maybe something is also wrong in the fact that speed matters so much in PVP, that every mention of speed change in C&L is so controversial, but thats other point


Maybe, but changing the status quo would require a complete redesign of the combat system. It’s not going to happen, considering how much effort it would take and the fact that the end result could still be worse than what we have right now.

I’d say it’s better to focus on making the existing content more meaningful. Alchemy is pretty interesting but also disappointing, because the only good elixirs are the ones that heal wounds.
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Re: Stat & skill elixir boosts are useless

Postby loleznub » Fri Jan 16, 2026 1:57 pm

i cant wait to have the old quality system for Knarr/Snekkja (i.e how fast you go) be returned, except done via potions and the highest q RedBull™ brewer winning the fights 100% of the time
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Re: Stat & skill elixir boosts are useless

Postby Jorg » Fri Jan 16, 2026 8:23 pm

Razikus wrote:That’s cool
Speed up - player runs faster for x minutes, but then slows down for x minutes
Cognitive ability - player study curious faster or gains more lp
Gastroenchancer - reduce hunger for eaten stuff for x minutes

Three elixirs that instead of fun bonuses, become almost mandatory, or for speed boost, absolutely mandatory to have at all times
Some ofthe gilding bonuses could be elixirs. Bonus to swimming, or tree chopping speed. Maybe even demolition damage, outside of siege machines
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