Results 1 to 10 of 38

Thread: Alchemy Reform

Dev. Posts

Hybrid View

  1. #1
    Player
    LadySaeko's Avatar
    Join Date
    Nov 2011
    Posts
    24
    Character
    Saeko Naut
    World
    Omega
    Main Class
    Goldsmith Lv 70
    Quote Originally Posted by KamikazeMan View Post
    The only thing I can disagree with is Ether and Elixir. The cooldown on those should be set to about 2 mins, imo. Or else they can easily be spammed and those regenerating MP actions that CNJ and THM have would be rendered useless to somebody with stacks of Ether and Elixirs.

    Everything else seems pretty good, imo. Hell, Personally I think (didn't read it all. not sure if it was mentioned) that Alchemist should get a job like the fighting and magic classes are. It should become a Chemist and assist in battle by throwing items out to allies to heal and buff them. Perhaps some of the skills can involve making an item on the spot (wouldn't take nearly as long as crafting) and throwing it to its target. Being a Chemist could also gives items enhanced effects, such as 50% more HP gets healed when throwing potions, 25% extra MP gets restored if you follow an Ether throw after a Potion throw (combo system).
    Maybe make it so your pouch can only hold 1 of the 3 types? Potion, Ether or Elixir. After looking at the cooldown of the MP ones again I can see what you mean by someone having access to & spamming x12 Ether & x12 Elixir with that short cooldown, so yeah I agree it needs to be increased or the amount of MP decreased. Once engaged though you cannot access anymore than x12 during a boss fight & even in Strongholds someone pretty much always has agro on something.

    I don't want to see them spammed/used as a primary means, but at the same time I want them there when it counts with enough juice to make it worth doing & also for that FF feel. I really do miss the whole poping items thing mid fights XP, so I'm sure a balance of multiple types of items can be achieved.

    I don't see Alchemist fighting at all, but I do like the whole poping an item inside a combo for an additional % or maybe even turns said item into an AoE :P. Good stuff ^^
    (1)

  2. #2
    Player
    KamikazeMan's Avatar
    Join Date
    Jul 2011
    Posts
    870
    Character
    Lodovico Rivers
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by LadySaeko View Post
    Maybe make it so your pouch can only hold 1 of the 3 types? Potion, Ether or Elixir. After looking at the cooldown of the MP ones again I can see what you mean by someone having access to & spamming x12 Ether & x12 Elixir with that short cooldown, so yeah I agree it needs to be increased or the amount of MP decreased. Once engaged though you cannot access anymore than x12 during a boss fight & even in Strongholds someone pretty much always has agro on something.

    I don't want to see them spammed/used as a primary means, but at the same time I want them there when it counts with enough juice to make it worth doing & also for that FF feel. I really do miss the whole poping items thing mid fights XP, so I'm sure a balance of multiple types of items can be achieved.

    I don't see Alchemist fighting at all, but I do like the whole poping an item inside a combo for an additional % or maybe even turns said item into an AoE :P. Good stuff ^^
    That's actually a good idea. Short cooldown and limited supply can balance each other out. Maybe not into battle, but as a support class....or...dare I say, as a sub job! Getting it to a certain level can unlock abilities for other classes given you equip the Alchemist subjob. Let's not dwell into that though, haha.
    (1)

  3. #3
    Player
    normalforce's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    663
    Character
    Enyae Demetra
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by LadySaeko View Post
    Maybe make it so your pouch can only hold 1 of the 3 types? Potion, Ether or Elixir. After looking at the cooldown of the MP ones again I can see what you mean by someone having access to & spamming x12 Ether & x12 Elixir with that short cooldown, so yeah I agree it needs to be increased or the amount of MP decreased. Once engaged though you cannot access anymore than x12 during a boss fight & even in Strongholds someone pretty much always has agro on something.

    I don't want to see them spammed/used as a primary means, but at the same time I want them there when it counts with enough juice to make it worth doing & also for that FF feel. I really do miss the whole poping items thing mid fights XP, so I'm sure a balance of multiple types of items can be achieved.

    I don't see Alchemist fighting at all, but I do like the whole poping an item inside a combo for an additional % or maybe even turns said item into an AoE :P. Good stuff ^^
    I never did like how in FFXI and FFXIV the base potions and ethers were practical useless. At least FFXI had Max-Potions and Pro-Ethers so you could recover a decent amount. I think a 20 or 30 sec cooldown for potions is just fine.

    Actually, 45 seconds to a minute might be better, around the same recast time as Second Wind. But I'd also expect Potions and Ethers to recover more of your HP and MP as well.

    That and HP/MP regen drinks would be nice.
    (0)