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icefire120
Good
I posted these in the discord, but I fear they will be drowned out by the SPAM you creatures like to post... so therefore I post here as I am passionate and also extremely annoying about them.
Suggestion 1: Remove Cooldowns for Essences. I understand the need for some of them but its still taking me personally quite a few days to just to make one salve or potion. I am unsure if we are trying to keep the quantity of them down overall, and if that's the case then alright. But personally I think lessening the Cooldowns just a bit more will make the Alchemy skills a bit easier. I make this argument that the cooldowns are lessened specifically due to the fact that they are, for the most part, a one time use item. Compared to, for example, a bow that would last for several uses. The consumable idea behind them being the big factor in this.
Suggestion 2: A system for player autonomy with poisons. Such that they are not so entirely OP, a roll system to resist the effects. To make it fair to the Alchemist - the potency of the potion requires a higher DC to resist. For example, a Poor Potion would require a very low DC success, whereas a Master Level would be extremely high.
Suggestion 3: A Masterwork Possibility: Any Masterworked potion will never run out of uses, it being constantly refillable with ease. IE a non-consumable potion.
Thank you : )
Suggestion 1: Remove Cooldowns for Essences. I understand the need for some of them but its still taking me personally quite a few days to just to make one salve or potion. I am unsure if we are trying to keep the quantity of them down overall, and if that's the case then alright. But personally I think lessening the Cooldowns just a bit more will make the Alchemy skills a bit easier. I make this argument that the cooldowns are lessened specifically due to the fact that they are, for the most part, a one time use item. Compared to, for example, a bow that would last for several uses. The consumable idea behind them being the big factor in this.
Suggestion 2: A system for player autonomy with poisons. Such that they are not so entirely OP, a roll system to resist the effects. To make it fair to the Alchemist - the potency of the potion requires a higher DC to resist. For example, a Poor Potion would require a very low DC success, whereas a Master Level would be extremely high.
Suggestion 3: A Masterwork Possibility: Any Masterworked potion will never run out of uses, it being constantly refillable with ease. IE a non-consumable potion.
Thank you : )