Alchemist Rework Ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Alchemist Rework Ideas

#16 Post by HousePet »

We could do some things based around the variety of alchemical processes, or even the steps for producing the Philosophers Stone.
My feedback meter decays into coding. Give me feedback and I make mods.

stormbringer
Cornac
Posts: 40
Joined: Fri Jun 06, 2014 11:16 am

Re: Alchemist Rework Ideas

#17 Post by stormbringer »

HousePet wrote:Stormbringer, Not that I have a problem with this, but the Metal Alchemy category is from on addon. :lol:
true; but stuff from add-ons gets incorporated into the main game from time to time. in the case of the add-on metal alchemy tree it has two things that were discussed in the Original Post. adding shrapnel to bombs and (sort of) wearing the golem as a suit for all practical purposes.

on another note: i would really like the ability to tell the golem to go inactive and get rid of it without being forced to kill it.

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: Alchemist Rework Ideas

#18 Post by Pisastrish »

I like the idea of alchemist wearing their golem being kind of an alchemist version of lichform, with its own series of quests and high talent investment for a permanent change

Mel
Higher
Posts: 67
Joined: Sat Feb 08, 2014 11:14 pm

Re: Alchemist Rework Ideas

#19 Post by Mel »

Razakai wrote:I decided against it but I did sketch out some talent and category ideas. Basically locking all the elemental trees, giving new unlocked ones and changing a bunch of talents. So might be something usable. https://hastebin.com/atofojirik.vbs
I like these ideas so far. Disintegrate sounds like what that awful waste of a talent that is Stone Touch should have been (although it needs a new name since it would conflict with the PM talent of the same name). I also second the idea of giving the golem some kind of talent that would work like Temporal Vigor from Temporal Hounds since your character is basically dead if the golem gets one shot.
stormbringer wrote:Alchemy is the term art that eventually yielded the science of chemistry and then arguable physics
EoR unlock to give Alcs tinkers by default please *wink wink*
anonymous000 wrote:Thematically I never liked the idea of having Alchemist to choose between fire/cold/acid/lightning, as Alchemy should be about mixing different elements together to form new elements. An example would be this tree in the Tempus Fugit mod by HousePet.

Impossible Magic - high level
Flame Shards: active. Ice Shards but does fire damage and freezes.
Gravel Bolt: active. physical damage beam that dazes.
Iceflash: active. Fireflash but does cold damage and burning.
Stormslide: active. lightning damage cone with knockback.

Good things about this concept are 1. this sets Alchemists much apart from AM thematically 2. It removes some "imaginary" limitations and opens up room in talent designs, like you can design wall tiles that does chain lightning, a fire-freeze status that immobilize enemy, deal DOT damage and allows you to attack through the "fire block", etc.
Absolutely loving this, particularly the last paragraph. While we're on the whole "Alcs VS Archmages" thing, I never liked that Alcs were the default Mage class since they're very different from how a noob would imagine a "Mage" would play (and they will probably be even more complex when they're rebalanced), and since Archmages are a bit quirky as well, I'd love to see a physical-based Mage class (with maybe some arcane stuff taken from Archmages and some new talents) as the new default Mage class.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Alchemist Rework Ideas

#20 Post by Mordy »

I always saw that alchemist as the default mage class was more of a lore thing. With the mages in hidding, only alchemists that are "kinda not mages" can still be found in the world. And as you learn about Angolwen and where the mages are hidden, you unlock that class.

The basic unlocks are "obvious" races and classes in the world. The ones you need to unlock are hidden.

Mel
Higher
Posts: 67
Joined: Sat Feb 08, 2014 11:14 pm

Re: Alchemist Rework Ideas

#21 Post by Mel »

You're probably right. Although Marauders are locked and Arcane Blades are not :/ If it wasn't for the usual warrior / mage / rogue archetypes cliché and noobs maybe wondering where mages would be when you can still find the other two, I'd still prefer it if the entire Mage metaclass was locked to begin with then :/

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: Alchemist Rework Ideas

#22 Post by anonymous000 »

stormbringer wrote:some of those are alterations to the alchemist but admittedly most are directed at the golem. so i will try to think up more that are directed at the alchemist.
Apart from the elemental theme of Alchemists, I also have been wondering how should we structure the Alchemist actives.

It does not seem to me there is a reason for the bomb+odd ammo system to be kept. If we say Alchemist is a Summoner/Caster hybrid, then golem is a defining feature of Alchemists, but there are a thousand ways for a character to be a caster, and I don't think throw bomb is a particular attractive way. The key question becomes what kind of caster do we want Alchemist be.

I suggest Alchemist to be some kind of "gadget-mage":
- There is no talent prerequisite for individual talents (similar to Razakai's War Alchemy)
- Talents in a tree offers no explicit synergy, and there is no need for specialization except for damage penetration concerns. That means no point sink (like Alchemist Protection and Explosion Expert)

So the talent list is for Alchemist to pick what kinds of gadgets that they want to develop. You obtain maximum freedom in deciding what your Alchemist should play like

The goods things about this are:
1. If we want Alchemist to be noob-friendly, I believe this would be optimal
2. Mechanically it separates Alchemist from other mages, and thematically it suits Alchemists well
3. It increases the flexibility in playstyle. Throw Bomb could be relegated to be just one of the gadget that Alchemist could use for spammable spells.

suberg
Wayist
Posts: 15
Joined: Thu Nov 12, 2015 6:46 pm

Re: Alchemist Rework Ideas

#23 Post by suberg »

-Recently did nightmare and in final fight elandar was killing golem in 1-3 turns, thats x skillpoints, blithed summoning prodigy and some escort rewards simply wasted. Also golem changes target from what i set in next turn. I wonder what pain in the ass it will be playing alche at insane.
-Merge golem skills to waste less or make him viable final fight somehow.
-Golem skills: laser eyes are nice others are .... What about adding 3 types of golem: 1) mage caster with more spells 2) melee with unstopabble or 25% max hp lost@turn 3) ranged like a cursed sentry bow. More useful skills for them to chose from.
-Blithed summoning turn em into robots with dual laser guns :D
-As others said alche dont have much to do between bombs CD. Completly rework trees or lower CD on existing spells.
-Make through the crowd golem count as max summons.

Mel
Higher
Posts: 67
Joined: Sat Feb 08, 2014 11:14 pm

Re: Alchemist Rework Ideas

#24 Post by Mel »

suberg wrote:-Blithed summoning turn em into robots with dual laser guns :D
A golem with dual steamguns sounds hilarious, please make Tinker-Alc happen :D

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Alchemist Rework Ideas

#25 Post by bpat »

The problem is that the Golem is like half a character, and lots of Golem talents are on the Alchemist instead of on the Golem causing you to have two half weak characters instead of one strong one. Golem is held back by having very few talents, item slots, and stat points and the Alchemist is held back by having to spend its points making the Golem useful. So here's a rough outline for a partial rework focused on the Golem while keeping the core of the Alchemist intact.

Alchemist

Class Categories

Explosive Admixtures
Throw Bomb: Never damages self or Golem
Explosion Expert: Unchanged
Smoke Bomb (moved from Fire Alchemy): Cooldown down to 20, also blinds targets for 3-8 turns (separate effect, not removed when targets are burned).
Shockwave Bomb: Also stuns for 3 turns.

Fire Alchemy
Flame Infusion: Does full damage immediately, then burns for 50% more over 3 turns.
Immolation (new): While Flame Infusion is active, your bombs set your Golem ablaze for 5 turns, causing it to deal damage (around 50-140 with 100 spellpower) fire damage on its melee attacks and deal (half as much) fire damage when hit in melee.
Fire Storm: Mana cost down to 50, can now crit each turn.
Body of Fire: Mana cost down to 100, also increases stun and cut resistance by 19-55%.

Ice Alchemy
Frost Infusion: Gives Throw Bomb a 100% chance to freeze for 2 turns.
Ice Armor: Retaliation damage changed from cold to ice so it has a chance to freeze.
Flash Freeze: Unchanged
Ice Core: Unchanged

Acid Alchemy
Acid Infusion: Gives Throw Bomb a 100% chance to disarm for 2 turns.
Caustic Golem: Acid damage also disarms for 2 turns.
Caustic Mire: Doesn't affect Golem and instead each turn it reapplies Caustic Golem
Dissolving Acid: Removes any kind of effect or sustain (physical, mental, or magical).

Energy Alchemy (locked)
Lightning Infusion: Gives Throw Bomb a 100% chance to apply the Shock effect and daze for 4 turns.
Dynamic Recharge: Also restores 8-15 stamina and mana to the Golem.
Thunderclap: Unchanged.
Living Lightning: Unchanged

Golemancy
Supercharge Golem (moved from Advanced Golemancy): Instead of increasing the Golem's damage, increases the Golem's global speed.
Invoke Golem: Also gives the Golem 30-65% (same number as physical power) of a turn.
Life Tap (moved from Advanced Golemancy): Golem takes half damage, heal amount unchanged, transfers 1-3 negative effects from you to Golem with duration halved.
Golem Portal: Mana cost down to 25.

Some interesting locked category(locked)
Don't know what'll go here yet.

Generic Categories

Stone Alchemy
Unchanged except you can now remove gems from items, similar to how Tinkers and Demon Seeds work.

Staff Combat
Unchanged

Survival (1.0, unlocked)

Life Alchemy (new)
Mystic Healing: 25 mana cost, 10 cooldown, 1 turn cast time, costs a gem. Heal (similar to Healing Light) life plus 25% per gem tier above 1 (so a tier 5 gem would heal double).
Essence Conversion: 0 mana cost, 30 cooldown, 1 turn cast time, costs a gem. Convert a gem into magical essence, restoring (some reasonable amount) mana plus 25% per gem tier above 1.
Infused Armor: Gain (10-24) armor and reduce non-physical, non-mind damage by 10-18% of your total armor when a gem is imbued into your main body armor. Give your Golem the same bonus. Armor and damage reduction are increased by 25% per tier the gem is above 1 (averages both gems' tier for the Golem). All values doubled when wearing a robe.
Shimmering Mist: 40 mana cost, 25 cooldown, 1 turn cast time, costs a gem. Creates mist in radius 5 of your location, giving 15-30% heal mod and complete bleed, poison, and disease immunity to all creatures within it for 3-8 turns.


Golem
Starts with 13 Str and 13 Mag. Gains 3 stat points per level.
Starts with 1/5 Knockback and Eye Beam and one free class talent point. Gains class talent points at even levels plus 5, 15, 25, 35, and 45.
Starts with 1/5 Golem Power, Golem Resilience, and Gem Golem. Gains class talent points at odd levels minus 5, 15, 25, 35, and 45.
Gains category points at levels 10, 20, 30, and 42. Up to three can be used on Inscription Slots

Class Categories

Fighting
Knockback: Also applies Counterstrike debuff. Range increased to 6/7/8/9/10.
Taunt: +1 radius at all talent levels.
Crush: Also reduces armor and saves by 7-32 (same as Shattering Blow. Range increased to 6/7/8/9/10.
Pound: Cooldown reduced to 10, range increased to 6/7/8/9/10.

Arcane
Eye Beam: Unchanged
Reflective Skin: Unchanged
Arcane Pull: Unchanged
Molten Skin: Unchanged

Generic Categories

Golem Body
Golem Power (moved from Golemancy): Can be leveled up at levels 0, 4, 8, 12, 16. At effective level 6.0, gives 25% physical crit chance, 50% crit mult, and disarm immunity.
Golem Resilience (moved from Golemancy): Can be leveled up at levels 0, 4, 8, 12, 16. At effective level 6.0, gives 50% healmod, stun immunity, and prevents the Golem from losing more than 50% of its maximum life in a single hit.
Gem Golem (moved from Advanced Golemancy): Can be leveled up at levels 0, 4, 8, 12, 16. At effective level 6.0, gives 50 spellpower, 25% spell crit chance, and silence immunity.
Runic Golem (moved from Advanced Golemancy): Can be leveled up at levels 0, 4, 8, 12, 16. No longer gives Rune slots, still gives mana and stamina regeneration. Increases the amount primary stats affect Runes by 30/60/90/120/150%. At effective level 6.0, also reduces all spell cooldowns by 25%.

Survival
Can't hurt to give the Golem Track. Gives a place for spare generic points since there will be a few left at level 50 after 5/5/5/5 Golem Body.
Last edited by bpat on Wed Apr 12, 2017 4:42 pm, edited 3 times in total.
My wiki page, which contains a guide and resource compilation and class tier list.

Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

Re: Alchemist Rework Ideas

#26 Post by Zeyphor »

well heres my suggestions for alchemist, even though I've never won as one on normal:
upon obtaining the alchemist brotherhood quest and completing the first potion, you sneak inside and secretly watch the alchemist make the potion; this causes you to learn the spell/potions category at 1.00 mastery, locked, and it'd be a level 10 generic category

you won't quite know how to make potions that permanently increase your stats, but you'll know how to make em in the first place

Rejuvenation potion
Requirements: level 10, magic 22
Use Mode: Activated
Cost: N/A
Range: melee/personal
Cooldown: 20/18/16/14/12 (never at or below 7)
Use Speed: spell
Description: You create a rejuvenating potion to heal you for x/x/x/x/x hit points and restore x/x/x/x/x mana and cleanse you of one random physical debuff and a cross-tier physical debuff; as you won't be making the potions during combat or while moving around, you may only make these potions while you rest, and if you are interrupted while making one of these potions as you rest, that potion will be tossed away. You may only have 1/2/3/4/5(never above 10) of these potions prepared at a time


Enhancement Potion
Requirements: level 14, magic 30
Use Mode: Activated
Cost: N/A
Range: 1
Cooldown: 15
Use Speed: Spell
Description: If your golem is adjacent to you, you pour a potion onto it that increases global speed, armor, resistance to all damage, and all damage dealt by x/x/x/x/x percent for x/x/x/x/x turns(never equal to 15) and grants a damage shield for x/x/x/x/x(small) or increases the current damage shield by that much and extends it by 3 turns; as you won't be making the potions during combat or while moving around, you may only make these potions while you rest, and if you are interrupted while making one of these potions as you rest, that potion will be tossed away. You may only have 1/2/3/4/5(never above 10) of these potions prepared at a time
The first level of this talent also allows you to decide which potions to make in which order while you rest

Volatile Potion
Requirements: level 18, magic 38
Use Mode: Activated
Cost: N/A
Range: 7
Cooldown: 0
Use Speed: Spell
Description: You toss a volatile potion at your enemies, which has a radius of 1/1/2/2/3 and has a different effect depending on which infusion you have active:
With no infusion active, the potion deals x/x/x/x/x arcane damage to those that it hits
Flame infusion will cause the potion to burst into a fiery explosion, dealing x/x/x/x/x physical damage(low) and x/x/x/x/x burning damage(not low) and knocking your enemies back x/x/x/x/x tiles away from the impact, and leaves a fire on the ground that deals x/x/x/x/x fire damage(low) per turn to those that stand in the fire
Frost infusion will cause the potion to burst into a supercool vapor, which will deal x/x/x/x/x cold damage, attempt to apply the frozen feet debuff, slow them by 30% for 3/3/4/4/5 turns, and leave a vapor that lingers for 3/3/4/4/5 turns that deals x/x/x/x/x cold damage(low) and attempts reapplies the slow every turn that an enemy is inside of it
Acid infusion will cause the potion to explode into corrosive acid that deals x/x/x/x/x acid damage and reduces the enemies' armor by 30% and attempts to disarms them for 3/3/4/4/5 turns
Lightning infusion will cause the potion to explode into a burst of lightning that deals x/x/x/x/x lightning damage that applies the shocked debuff, and a loud thunderclap that will attempt to stun your foes for 3/3/4/4/5 turns
As you won't be making the potions during combat or while moving around, you may only make these potions while you rest, and if you are interrupted while making one of these potions as you rest, that potion will be tossed away. You may only have 1/2/3/4/5(never above 10) of these potions prepared at a time
At level 5, these potions will not harm you or your golem

Teleporation Potion
Requirements: level 22, magic 46
Use Mode: Activated
Cost: N/A
Range: 7
Cooldown: 15
Use Speed: Spell
Description: You dab a little bit of this potion on yourself, and then you toss it to the targeted location, causing it to explode in a radius of 1/1/2/2/3. You then teleport to the center of the targeted location with a teleport accuracy of 2/2/1/1/0 while every creature within the explosion including your golem is randomly teleported 3/4/5/6/7 tiles away from their original location and confused for 3 turns by the disorientation. Your golem is immune to that confusion effect. As you won't be making the potions during combat or while moving around, you may only make these potions while you rest, and if you are interrupted while making one of these potions as you rest, that potion will be tossed away. You may only have 1/2/3/4/5(never above 10) of these potions prepared at a time



Furthermore, as for other changes I'd like there to be for alchemists, I'd like the following changes to be made:
Flame, Frost, Acid, and Lightning infusion set their respective damage bonuses to your highest one+7/14/20/25/30% and at level 5, also gives 7/14/20/25/30% resistance penetration for that element(sawbutcher gets even less from furnace)
the infusions would also be instant and, I'm not sure if its already the case, but you could only use one infusion at a time
Additionally, I agree with the OP's solution for golems aside from two things: golems should be able to use amulets, and they should get access to some kinda of generic category, even if they only have 12 generic points by level 50, and I also think that crafty hands should also allow you to insert a gem into your cloak

ragevirus
Low Yeek
Posts: 5
Joined: Fri Mar 31, 2017 8:59 pm

Re: Alchemist Rework Ideas

#27 Post by ragevirus »

My biggest gripe about the alchemist is that it doesn't feel like playing as an alchemist at all. The best thing about tome, in my opinion, is how distinct many of the classes and races feel. But alchemist kind of feels like playing as a shitty mage with a pet golem. I'm not an expert on game balance, but I can tell you guys how I think the class should feel from the perspective of a semi-professional irl chemist.

First of all I don't really mind that alchemist has mobility issues. I feel like your golem and long range attacks should be your main line of defense. Instead of having easy escape mechanisms, the alchemist should focus on manipulating the environment and inflicting status effects to maintain range. Maybe a generic tree called general chemistry or something that lets you throw flashbang grenades to blind or gas globes full of hallucinogenic vapor to confuse. Maybe also a sustain that increases spellpower for the purpose of inflicting debuffs would help make this relevant. It would also be cool to throw an emergency foam pellet that expands over time, blocks movement and vision but is destroyed easily.

I like bombs and I think the ability to change damage types is an appropriate characteristic for the class, but I also feel like we should have alternative methods to deal damage. That is why I would like to propose the vorpal cannon - a badass alchemical super soaker which also benefits from elemental sustains - as an alternative to the explosive admixtures tree. Instead of dealing instant aoe damage, we could use it to spray killer concoctions such as an adhesive compound that can pin mobs to the ground and deal damage over time. Perhaps it could also be used to shoot a high pressure stream that pushes the player backwards to make up for the fact that you won't be doing as much damage as with bombs.

The last thing I'd like to mention is the staff combat tree. Currently most of the skills benefit melee combat, but a true science wizard should try to avoid that at all costs. Channel staff fills an important hole in the alchemist skillset, but it doesn't feel like something an alchemist should be doing. I think this tree should reflect the alchemist's ability to manipulate matter. Rather than shooting shitty little hadokens or whatever, channel staff could instead briefly transmute the staff into a snake that darts out and bites an enemy. Maybe we could also have the ability to extend the staff into a claw that can grab enemies and reposition them. I think there is definitely a lot of wasted potential here.


There are a lot of really good ideas on this thread. I've avoided suggesting specific numbers, because the main point I'm trying to make here is that I think that alchemists should have more flavor and more of a focus on battlefield manipulation / positioning. Feel free to tell me if any of my ideas are shit. But come on, how cool would it be to spray acid glue on an orc pride?

flurryboots
Posts: 4
Joined: Mon Jul 24, 2017 8:38 am

Re: Alchemist Rework Ideas

#28 Post by flurryboots »

EDITED: Some talent explanations / details have been changed
EDIT: Sorry for frequent revision in this post, but i think this one is the last, because i'm finally satisfied with the ideas posted here, maybe it needs cooldown or damage nerf though to be applicable.

Hi, i'm new to this forum, just registered to post this message.
first of all, pardon me to bump on this (quite) old thread, but i searched and finds no newer topic on this, and i think its quite relevant to give my compilation of any ideas i've encountered (whether it's my idea, or inspired by reading others) here :

This idea revolves around specialized golemless bombing talents, that had a very excellent crowd control capability (not just damage, but debuffs too), and gives the alchemist more bombs to alleviate the cooldown duration, and if it is not enough, adding damage over time sustain to help increase the damage output per turn, at a cost of depleting quickly your alchemist gem supply. It should be a dream for those who loves alchemist throw bomb skill, because you get more bombs, and more enhancement for your bombs, and more mobility/ tactical repositioning with special magical bomb. This idea ignores the idea of directly tanking the alchemist, but give the alchemist defensive mechanism by shutting down enemies, and mechanism to withdraw, as opposed to mage that have a very decent tanking power (their shields, though they have awesome mobility too), yet makes the alchemist becomes a behemoth full of AOE attack, and makes explosion mastery very worth it (because there is many bomb now that benefits from it), though giving the alchemist that many bomb after giving throw bomb sustained buff seem quite "too powered"(maybe it's cooldown should be a bit longer, or the damage should be lower, but the effects are cool i think), but i think it should be balanced, because alchemist actual defense and is weak, especially when the enemy hits hard AOE attack.Though the barrier idea is quite tanking and maybe should be dropped, along with gem transmutation idea.This talent gives buff to shockwave bomb as currently i'm very disappointment for shockwave bomb, it didn't benefit from explosion mastery, and i think that all bombs implemented on alchemist should benefit from explosion mastery (it doesn't have to benefit 100% of explosion expert, but at the very least it should have 3-4 tiles range, though i prefer it to have 6 tiles range), and should benefit from elemental (fire,frost, acid lightning) infusions at the very least.

note: the text between "[" and "]" on talents in :explosive admixtures, explosive arsenal and explosive enhancement, is another alternative arrangement of proposed talents, though it makes it seems not overpowered, but it is not favorable in my eyes because then it makes it 4 classes just for golemless - bombing specialist skill, which takes 4*20=80 points to max it all which is impossible on a legit game character to have it all, even they're focused for it.

Alchemist

Class Categories:

Explosive Admixtures:

Throw Bomb:Unchanged
Alchemy protection: Unchanged
Explosion expert: Unchanged

Post Explosion Effects (sustained):all the bombs leaves a smoke in full radius of the bomb,(level 3) also leaves bomb sharpnel in half radius, and(level 5) also leaves a crater in the center tile of the explosion, for several turns. The smoke didnt hinder the vision, just damages the opponent, the sharpnel damages and bleed the opponent, and the crater makes the opponent fall into it. Any bombs exploding inside a crater will be treated as in a very confined area, so the explosion would not reach outside the crater (very dangerous against single target inside the crater when accompanied with explosion expert).There can only be 1 crater, and explosion centered outside an already created crater will still hit the enemy inside the said crater, and removes the said crater. The damage type inflicted of the smoke and the sharpnel could change with elemental infusions sustained.But all talents benefit from this talent will not stack.
While this talent is active, all of your bombs affected by this talent consumes additional 2/4/6 alchemist gem.(Use it wisely).

Additional information and (nonsensical)lore for this idea:
1.The crater (and the enemy inside it) is said to be safe from another bomb explosion, but there can be only 1 crater, if there are another bomb exploding outside the crater, it would cause pressure on the land, squeezing the said crater and damaging enemy inside it (the damage is as big as if the enemies are getting hit directly by the explosion, and thus the bomb explosion is equally damaging to the enemy outside or inside the crater), and creates a new crater (if this talent if sustained)
2.Of course the crater is visible by the enemies, and they will try avoid it.
3.The smoke is not actually a smoke, but more like a very light and little sharp shards of the bomb suspended in the air for several turns. And the crater is only 1 tile because you managed to find a way to create a shaped charge with alchemist gem to direct the downward explosion to create a pit.
4.But all talents benefit from this talent will not stack. (example: smoke from throw bomb will be overrided by Delayed bomb smoke, this includes previous smoke too).Note that the damage from this talent maybe should be quite good, but not at an overpowered level, even when combined with many types of bombs described here ( I don't know the numbers detail)

[Maybe it could be broken into 3 different talent (which gives the smoke, the sharpnel and the crater, of course with better damage scaling and little additional benefit) in a new tree along with Throw Bomb enhancement so that people didn't consider it too overpowered.]
I think this talent had it's use in doing Damage over time, if the bomb is not enough.

Explosives Arsenal: (maybe the cooldown/damage/radius could be changed so that people not consider it overpowered, but I would like it more to see the same damage with throw bomb, and more importantly, 6 tile radius, maybe the cooldown for Alchemist mine and detonating bombs should be longer than throw bomb though, maybe about 6-8 turns):

Shockwave bomb: Same cooldown, and effect like the old shockwave bomb, but benefits from Explosion mastery (radius 6 at max) and Post explosion effects, and benefits too from elemental infusion, but the knockback effect is absolute (can't be resisted, or at least apply -90% knockback resist) and pushes all entity (including the alchemist and the golem, though didn't damage them) away from its blast radius (as a means of escape).It cost you 3 alchemist gems to do this.

[The other alternative is, this talent could be placed back onto it's original place in explosive admixtures tree, and replaced with small detonating bomb below]

Throw Delayed Bomb: Same (damage, cooldown, affected by explosion mastery (radius 6 at max) and elemental infusions, post explosion effects) like throw bomb , but not instantly exploding, needs x (4-2 turns at max level) more turns to explode, can be throwed like throw bomb. The most unique thing for this bomb is, after it explodes (say, y radius) it will spawn more y smaller delayed bombs positioned in a rigid circle formation around y-2 radius from the center of the initial explosion, it needs x more turns to explode. The explosion radius of the spawned bomb is y-2 radius. If you managed to level it to level 5, the spawned bomb explosions also spawn even smaller delayed bombs, It's same as the mechanics explained above, with even smaller range compared to the initial explosion (y-4) radius, and you still need to wait more x turns for it. It cost you 5 alchemist gems to place this. The post explosion effects and special elemental infusions only applied on the initial explosion only. The concept of this bomb is that it was meant to help the alchemist in prolonged fight in a specific area, to the point it's devastating, if you manage to hold the enemy for that long (which is quite unlikely and hard), yet it also useful as a throw bomb susbstitute when throw bomb is on cooldown, as the initial explosion is exactly same like throw bomb.

Throw/place alchemist Mine: Same (damage, cooldown, affected by explosion mastery (radius 6 at max) and elemental infusions, post explosion effects) like throw bomb , but not instantly exploding, instead it will mix 2 different liquid (created from alchemist gem) inside that mine, then pours out that liquid. The liquid is slowly extending outwards from the mine every turn (like tidal wave) for x maximum radius, this liquid is very sensitive to physical shock, and will explode if touched by any entity or any projectiles (or even your another bomb), and this liquid will not disappear if not detonated. But the enemy may see this and tends to avoid this liquid, taking detour to reach you. Can only be placed , or maybe even better if it could be thrown, but people may consider it overpowered.There is a limit of mines placed by alchemist. It will cost you 4 Alchemist gems to do this. And note that the mine will automatically explode when there are any entity standing on the tile which the mine is placed.The mine could be detonated too by throwing detonating agent onto it (explained below). The idea for this bomb is to make an obstacle for enemies that are chasing you, while it could serve throw bomb substitue, because its explosion is identical to throw bomb.

Throw Detonating Bomb: Same (damage, cooldown, affected by explosion mastery (radius 6 at max) and elemental infusions, post explosion effects) like throw bomb , but not instantly exploding, but you need to throw detonating agent to the bomb you've placed to make it explode. The detonated bomb have x% more critical multiplier and chance that increases every turn when not detonated (This effect is capped at x%, which should be 0% at start, but quite decent at the cap). It needs 3 alchemist gem to throw and 1 alchemist gem activate, and 1 alchemist gem for 1 small detonating bomb. Investing in this talent gives you three talent, the detonating bomb, and the detonation agent, and the small detonating bomb.If multiple Detonatable small bomb are placed within radius x with each other when one of them are detonated, it could cause chain explosion, which could reduce damage they deal by x%, its effects increases per chained bomb exploded (capped at x bomb). But if you use either detonating bomb or your small detonating bomb, the other (small/usual) detonating bomb is also put into cooldown. There is a maximum number of thrown detonating bomb, and thrown small detonating bomb. The cooldown of small detonoating bomb is 50% faster than the detonating bomb.
I intend to propose this skill so that I could use my golem to catch enemies' attention, and hide behind a wall, then when they come, i could surprise them with this (on insane even my golem hides behind walls, especially in high peak, to lure them so they could get in my channel staff range, you know, alchemist didn't have many means to damage beside throw bomb and channel staff), so this skill is intended as an surprise opening before enemy engagement, while giving the option for the alchemist as a filler bomb, to alleviate the throw bomb cooldown, along with throw delayed bomb

[Maybe this talent could be broken into 2 separate talents, namely the small detonating bomb and the detonating bomb,if people think that this talent offers too many ability just for a single talent point]

Explosive Enhancement (For those who prefer to be golemless, i think it's interesting to have):

Throw Bomb Enhancement(sustained): Your Throw bomb skill now generates 1-3 additional successive explosion (increases with level) placed randomly within the initial Throw Bomb explosion radius(all the additional explosion may take place on the same tile), the additional explosion happens on the very same turn on the initial explosion, and benefits x% of Explosion Expert talent level ( so that the additional explosion have a range at max 1-3 tile), and also deal damage 100% of usual throw bomb. If people think this makes our throw bomb overpowered (due to another talent idea), then make it add 25-50% to throw bomb's cooldown, though it could be self defeating with our purpose, that sometimes we are upset with long bombs cooldown, but hey, there are another types of bombs now beside throw and shockwave bomb, according to this set of ideas. Or make the damage of additional explosion smaller, which is a more satisfying option .Note that the additional explosion benefits from elemental infusion, but not post explosion effects. While active, your throw bomb will need 1-3 additional alchemist gems, depending on additional explosions you create.

[In the other alternative, maybe this talent could be moved and placed in a new talent tree together with 3 talents deriving from post explosion effect]

Gravity Bomb(sustained): Your Throw bomb skill are now infused with magic energy that additionally pulls enemies within its explosion radius and slow enemy movement. Increasing the talent level increases the pulling radius and %slow, note that the pulling radius is different from throw bomb explosion radius. Note that this bomb doesn't add any damage to Throw bomb, but nevertheless increases your alchemist gem requirement on throw bomb by 2.

Teleporter Bomb (sustained): Your Throw bomb now also teleports all enemy (absolute teleport at lvl 5) within its radius of explosion randomly to another tile within the radius of the explosion. All of teleported enemy will always be disoriented, giving a decent chance to targets nearest fellow enemy that is also teleported for 1-2 turns. Increasing talent level increases the radius of the teleportation radius, note that the teleportation radius is different from throw bomb explosion radius. Note that Gravity and teleporter bomb could not be active both at the same time. Note that this talent doesn't add any damage to your Throw bomb, but nevertheless increases your alchemist gem requirement on throw bomb by 5.

Smoke bomb: Its like the old smoke bomb, but it pins all enemy affected with black sticky substance, and with increased radius (6 tile at max level) and with lower cooldown (maybe 10-15 turn at max), and lower smoke duration (maybe 4-8 turns at max). (I think that the old smoke bomb is quite the life-saver but the cooldown really did not help, and the smoke duration is sometimes too long, i mean, even before the time it subside, the enemy (given it had enough speed, or closer position when the smoke is cast) already moved past it (or maybe because of the smoke's radius), that's why i'm proposing a crowd-control status dealing bomb).It consumes 5 of your alchemist gems to cast these (because i think its straight powerful afterall, but i think it's not broken, you know the duration is roughly half of the cooldown time, which i think it's fair, and actually, for enemies with AOE attack, the smoke bomb does not help at all, they just attack with rough direction and we still get hit, that's why i think it's not an overpowered defensive skill)

[ The other alternative is, maybe this bomb could be separated into 2 different talent, the smoke bomb "which doesn't pin", and the pinning bomb, which both of them didn't do damage, just for crowd control, on this very same talent tree after moving the throw bomb enhancement to another tree.]

The text between "[" and "]" on talents regarding infusions below is the alternate idea of the infusions, which does not affected by debuff caused by prolonged sustain, and more "golem focused" benefit in battle, in comparison of earlier mentioned idea, which is more "bomb oriented". The "golem focused" alternative still have the resistance penetration mentioned earlier.

Fire/frost/acid/lightning alchemy : keep all the elemental infusion (fire/frost/acid/lightning), add a new skill:
Fire: Replace smoke bomb with another new talent :
Netherflame infusion (sustained): Increases fire resistance penetration, and turns your bomb's post explosion effect smoke into fire which deals special burning effect that counts down for x turn when enemies get in contact with it, when the counter ends, the opponent will lose all beneficial effect (similar to wildfire, to show our "brotherhood" with the mages, and to shut essence of speed from elandar, you know, on insane, he moves so fast like a cockroach, yet hits as heavy as an elephant, and i can't win, with all tricks and tactics of alchemist i learned in game, or even save scumming).Holding this Infusion for prolonged time will burn you, reducing you for x hp each turn but increases your fire damage by x% dealt over time.

[Or we should drop that idea, and give the golem more buffs when bathing in this special flame, the special effect is to give "Phoenix-like rebirth on our golem for x time, and also gives a chance to recover from any negative effect (for our golem only, you know our golem didn't have that many mitigation of status effects, if we don't have some mechanism, our golem will be a literal "meat shield", that can't do anything with his talents because he is mostly always crippled by debuffs, though its better for him to soak it so that the alchemist didn't bear the debuff, but if we say so, then don't give the golem any talent).Once again, this happens while our golem bathes in the flames (only if we have the aforementioned Post Explosion Effects talent)]. Note that this infusion only benefits throw bomb and delayed bomb(initial explosion only).

Ice: Replace some talent with a new talent:
Absolute Zero infusion (sustained): Increases ice resistance penetration, and starts a delayed counter on enemy contact with the ice mist produced by your bomb's post explosion effect (about 1-5 turn, which enemies are getting more slow as time goes, and in the end of the counter, it will give frozen core debuff to all enemies affected, which freeze any regeneration for resources like mana, equilibrium, etc, and also freeze health regeneration, also talents on cooldown will stop counting. When this sustain is active, each bombs affected by this infusion also reduces enemy freeze resistance cumulatively (capped at 100%).This talent increases ice block penetration.

[Or we could drop that idea and give the golem shivgoroth form if he's hit by the bomb, and like usual he will get the ice storm talent for a while, in addition all of his melee attacks have very high chance to freeze his opponent, and decreases enemy freeze resistance].Note that this infusion only benefits throw bomb and delayed bomb(initial explosion only).

Acid: Replace some talent with a new talent:
Corrosion Infusion(sustained):Increases acid resistance penetration, if you have the post explosion effect,the acid bomb smoke becomes thick acid liquid, that also debuffs enemy all resist by x% instantly (stacks to certain amount), by corroding whatever the enemies use for protection (it's skin, shells, armor, etc), effectively increasing your damage to them, and give acid poisoning effect, that exponentially corrodes opponents stats and resources, each time it hits the opponent (limited at x%).

[ Or we could drop that idea and give our golem new ability while bathing in our acid, now the golem could corrode enemy resist and armor by x% and our golem attacks now splashes acid in cone x radius (increases with talent level), additionally had a high chance to either blind, silence and disarm them for a little duration.]. Note that this infusion only benefits throw bomb and delayed bomb(initial explosion only).

Lightning : Replace some talent with a new talent:
Charged Infusion(sustained, should have nice cooldown): Increases lightning resistance penetration, and changes throw bomb smoke (post explosion effects) into a mist that builds up polarity (charges) on the opponents body. Note that the bomb damage is separated by x% lightning damage, and 100-x% charge, effectively reducing the damage dealt. When this infusion is turned off all the charges are discharged, dealing x% of all the charges damage built on, while bypassing lightning resistance.When charged, all enemies's muscles is experiencing an involuntary contraction,Absolutely halting cooldown of all talent for x turn, and may render them unable to act for x turns.

[Or we could drop that idea and give our golem new ability while standing inside the electric mist, that converts some damage received into charges, and several turns later, the golem may discharge it, dealing lightning damage on radius x, while charged, the golem's melee hits/talents halts cooldown of enemies' all talents at the very same turn, and may render enemies unable to act for x turn.] Note that this infusion only benefits throw bomb and delayed bomb(initial explosion only).

Generics:
No ideas for change, except for a new tree:

Edit : Removed My "silly" golem idea.

Advanced stone alchemy:
Transmute gem : This talent gives you 2 options, to combine 2 gems of same tier into a higher 1 tier gem, or to change 2 alchemist gems into 2 alchemist gems on same tier
Gem Expertise: Most often, additional effect from gems are not that useful, this talent could improve that. with this talent, all gems effect are X percent more effective.( Example: Increases damage bonus of Diamonds, Onyx,etc, Zircons have more chance to daze/stun)
Alchemy Barrier: This is not a shield spell, but instead it erects a gem wall around you or target location in radius of 1. The wall will be gone if its health depleted by enemy attacks. Its health scales with spellpower and gem tier and this talent level, dont use much mana but use many alchemist gems. You can see through this barriers, but the enemy can't,and the enemy attacks will not pass this barrier. At level 5, Your gem portal will allow you to teleport at a soecific tile you choose within x radius from your erected gem wall.

Alchemy Prison/Barricade: With this talent, the Alchemy barrier will be more configurable, instead of raising gem wall around you at radius, this talent could let you increase the barrier radius, at level 3/5, enemies inside the alchemy barrier can't teleport, . Also at level 5 you gain a free form barrier talent (this is a different talent from alchemy barrier) to freely erect walls at a specific tile, costing of X alchemist gem per tile, while taking 1 turn for every X tile erected.


Note: maybe, the barriers and barricade is not needed, if the defensive quality of the golem is adequately heightened, or if the alchemist are getting enough defensive mechanism buff.

Post Reply