Mostly, I think the bomb line needs to be refreshed a little. It's design seems rather old from tome's perspective.
- Throw Bomb scales super bad. First, the damage goes to like 150 instead of a much more usual 230. Not only that though, it only uses half your rescaled spellpower! Because it actually averages your spellpower with the gem spellpower itself. And the best gems are Diamonds with 25 which isn't much. As a result, Alchemist has no damage to speak of early game outside of unreliable golem.
- Alchemist Protection and Explosion Expert work on raw talent level. This loses the opportunity to give alchemists some early talent point breathing room.
- Explosion Expert triples your damage at 5/5! And doubles it at 4/5. This super strong scaling combined with the horrible Throw Bomb base damage basically means that alchemist has no damage until they 5/5 Explosion Expert. And the huge AoE of that talent means you have to 5/5 Alchemist Protection at the same time.
All that causes them a massive early game talent point tax giving them little room to play with the golem itself. He's also a huge talent point tax by itself. Except he scales from "does work" into "I spent all my points on that and all I got is one turn of distraction?"
Of course, flattening the throw bomb power line over the early game a little will probably mean even less uses for the golem. But that subject would take quite some more effort to fix.
Few Alchemist number tweaks for some QoL improvements
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