Quality of Life Improvement for Alchemists
Posted: Wed Jun 18, 2014 2:10 pm
Command Alchemist Staff
Alchemist only replacement for Command Staff - now limited to 5 elements (phys, fire, acid, frost, lightning). Command Alchemist Staff is now an Instant ability. Cooldown lowered to 3.
Your Bombs now match your Staff element, removing the need to swap your Infusion and your Staff to maximize your damage output. New players don't realize swapping your Staff element to match your Bomb element boosts Bomb damage, so this takes care of that aspect for them.
X Infusion renamed X Mastery - you gain the same benefit you currently do from leveling these, they are just passive now and activated by Command Alchemist Staff. Applying an element without X Infusion ranks just gives your Bomb that damage type without any additional benefits provided by the X Infusion skills currently (bonus dmg, bonus debuffs).
Throw Bomb
Tooltip adjusted to mention "use Command Alchemist Staff to select an element for your Bomb".
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Alchemists are meant to be the most newbie friendly caster, but having to spend 2 turns aligning your elements when you run into something immune or highly resistant to X is a pain. This would be less of a problem if you did not start in Scintillating Caves as the "Mage" race (Shalore) where there are lots of 100% immune Crystals running around, immune to 2 of your 3 starting bomb elements.
Newbies don't know they can leave the Scintillating Caves so don't tell me they should do that
Solution: reduce number of actions needed by the player to 1, and make that action instant to reduce the annoyance factor of having to do it at all in the middle of a threatening situation. Superior new player experience achieved!
Alchemist only replacement for Command Staff - now limited to 5 elements (phys, fire, acid, frost, lightning). Command Alchemist Staff is now an Instant ability. Cooldown lowered to 3.
Your Bombs now match your Staff element, removing the need to swap your Infusion and your Staff to maximize your damage output. New players don't realize swapping your Staff element to match your Bomb element boosts Bomb damage, so this takes care of that aspect for them.
X Infusion renamed X Mastery - you gain the same benefit you currently do from leveling these, they are just passive now and activated by Command Alchemist Staff. Applying an element without X Infusion ranks just gives your Bomb that damage type without any additional benefits provided by the X Infusion skills currently (bonus dmg, bonus debuffs).
Throw Bomb
Tooltip adjusted to mention "use Command Alchemist Staff to select an element for your Bomb".
---------------------------------------------------------------------------------------
Alchemists are meant to be the most newbie friendly caster, but having to spend 2 turns aligning your elements when you run into something immune or highly resistant to X is a pain. This would be less of a problem if you did not start in Scintillating Caves as the "Mage" race (Shalore) where there are lots of 100% immune Crystals running around, immune to 2 of your 3 starting bomb elements.
Newbies don't know they can leave the Scintillating Caves so don't tell me they should do that

Solution: reduce number of actions needed by the player to 1, and make that action instant to reduce the annoyance factor of having to do it at all in the middle of a threatening situation. Superior new player experience achieved!