tabs wrote:Pyrotechnics - I don't think the knockback effect was working for me. In any case, daze seems a vast superior choice over both alternatives.
The knockback is from the center of the bomb, so if you drop a bomb directly on top of a monster it's not going to knock it back. I should probably specify that in the description...
tabs wrote:Elixer - This is borderline overpowered. With healmod I was landing 900+ healing on a 4-turn cooldown. And the mana meant I never, ever had to worry about running low.
This talent was added because of life regen and mana regain alchemist gems (which could be used with multiple talents) but yeah, it's too good right now.
tabs wrote:Bombs - Too bad they're always physical now: takes away some of the variety. The shorter range took some getting used to and I seriously considered the Range Amplification Device prodigy because of it. I vaguely feel like they do less damage than before, but have no evidence of this.
It was necessary to change the bomb damage formula because the vanilla one uses both your spellpower and a hidden number depending on the gem tier used, and then there were also the gems with explicit +x% bomb damage bonuses. The new one is worse at low spellpower but significantly better at high spellpower, with the intent of smoothing out Alchemist's power curve a bit.
tabs wrote:Golem - I know your addon didn't change anything about Golem, but anything claiming to be an "Alchemist Rework" might want to do so. The problems with Golem are pretty obvious and I'm sure there've been some good ideas tossed around these forums.
This is true. To be honest, I wrote off the golem as a lost cause for now.