[1.2.2] Alchemist feedback

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Suslik
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[1.2.2] Alchemist feedback

#1 Post by Suslik »

So I've been playing some cornac/alchemist on nm/rl till ~far east. I havent cleared the game yet but some aspects are already apparent and need addressing.

I went cornac because I have never played alchemist before and I thought I'll need some cat points for a useful lategame trees to unlock(i was wrong apparently). My build is 50/50: golem + Energy Alchemy, nothing else. I had to juggle points out of Acid Alchemy because I knew I wasnt going to use them. So opinion on the class is as follows(score is my overall satisfaction with every aspect)

1) Offense (power: 10/10, fun: 5/10)
During the whole game I basically used only 2 abilities: Throw Bomb and Channel Staff while it's on cooldown. Reason is pretty simple - there's no other offensive abilities at all, going any other Alchemy tree does not look viable because the only ability I have deals about 1k damage in huge AoE at level 30. That's nowhere close to any other class: brawler's takedown looks OP with its 500 AoE damage and this is twice more. With crit I hit for 1.4k + 700 damage from meteor prodigy that kills most dreadfeel rares in 1 turn. I can't say the class has enormous damage output: throw bomb has 4 turns cooldown between which you can only channelstaffchannelstaffchannelstaff but its spike damage is ridiculous. Due to this spike damage all fights basically go with one of the two scenarios:
- you shoot the bomb, everything dies(happens about 70% of times, rares included)
- you shoot the bomb, something does not die. you channel staff 3 times, the second bomb finishes everything reliably, most bosses included.
That's first scenario, how it usually goes(lvl 36, it's 1 turn, fire+phys damage is meteor):
Image
And it's nightmare. I wager on normal you'll simply 1-shot everything except super-fat bosses.
Shockwave Bomb does always physical damage that has no bonuses/penetration, lower damage, more manacost/gemcost and higher cooldown than throw bomb and it's inferior in every single aspect. I have no idea why it's t4 skill and what it's intended for.

2) Defense 0/10
Hey, there's none! I picked Celestial/Light and it's my only defensive scenario that I use very rarely

3) Golem 9/10
Golem management looks very fun to me. With a shitton of instant runes playing my golem is way more interesting than playing alchemist himself. My golem has way more abilities and tactical choices of 5 runes. Synergy of Energy Alchemy/Dynamic Recharge is great as well and it seems to work on runes too effectively reducing their cooldown. The only drawback is I don't need it since everything dies from regular bombs.

Suggestions:
- Offense should really be tweaked down to less spiky and more uniform damage(more abilities that deal lesser damage in lesser AoE). Maybe add bomb damage scaling with gem tier? Any synergy like Dynamic Recharge is very much welcome.
- To encourage controlling golem and master, maybe add a mode to automatically switch control to that who currently acts. So basically it's cast alch spell - cast golem spell - cast alch spell - cast golem spell. Again, more synergies with master's offensive abilities are welcome.
- Add any kind of defense. Idk, share damage between master and the golem? Make your bombs benefit when you are in the AoE?
- The class does need 1 more generic(unlocked) and 1 more class trees because by level 35 you have nowhere to put points into.

rexorcorum
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Re: [1.2.2] Alchemist feedback

#2 Post by rexorcorum »

I'm with Suslik on this. Don't have actual suggestions though, but the 2 more trees seem to be a must.
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HousePet
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Re: [1.2.2] Alchemist feedback

#3 Post by HousePet »

Bomb damage scaling with gem tier won't help, it will just end up like Focus was in Mindslayer.

Haven't got around to playing the new alchemist yet, but I'm sure I can think of something.
My feedback meter decays into coding. Give me feedback and I make mods.

tylor
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Re: [1.2.2] Alchemist feedback

#4 Post by tylor »

Smoke bomb is the best defence in the game. And now you don't even have to pay a cat point for it.

Suslik
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Re: [1.2.2] Alchemist feedback

#5 Post by Suslik »

tylor wrote:Smoke bomb is the best defence in the game. And now you don't even have to pay a cat point for it.
even smoke bomb is indeed that useful, why should I, being an energy-centered alchemist invest in any other tree that starts with an element skill I'm never going to use?

Fortescue
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Re: [1.2.2] Alchemist feedback

#6 Post by Fortescue »

Suslik it is funny, I made an Alchemist last night and came to most of the same conclusions you just did. They are on my radar for future design work, along with Marauder and Archer. I might not get to these any time soon though since I'm about to initiate Berserkergeddon and will want to finish Skirmisher 2.0 first. They're both in better shape than Alchemist, but I am responsible for them still not being as good as they could be.

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