https://sureai.net/forum/viewtopic.php?t=10179
fefejooj wrote:Other than the paralisys and slow poisons, I don't feel like using the alchemy table at all, it's too useless, it doesn't follows the pace of the game. We should be able to make something at least slightly stronger than what we find in the first dungeons of the game at ~35 skill points to feel that we aren't wasting crafting points and time in something that won't be useful while leveling such as Heavy armor and Two-handed skills are, but instead of that, we can only brew the same potions we do with 15 skill points. The same applies to Enchanting.
What Skyrim had regarding alchemy was something ridiculously overpowered and gamebreaking before reaching the 100 skill, I could create 350% two-handed damage bonus, but it is quite useless in Enderal, saving for the crowd control poisons (when they work).
What boggles me is that alchemy is something advertised as useful and crucial for higher difficulty levels, meaning that it was actually worthy the craft points and time spent on raising the skill, but a 3 hp regen potion and 3 damage poison won't help me against well-geared opponents that might kill me in a blink of eye (or even one hit-kill me) if I face 2 of them..
I hope SureAI adress this issue because professions is a cool part of a rpg game I like to invest on, but I feel like wasting my time when there is no change at all after investing so much time and skill points on it, it makes me think that I will raise the HP from my pots from 3hp/s to 6hp/s once I reach 100 skill potions.
Excluding handicrafting, I wonder if those skillbooks are useful at all, they don't seem to have any description about what they do or any noticeable effect on the character at all.
Plectrius wrote: I think they tried to balance the carfting system which has been broken since the first TES games. They've probably done something a little bit drastic with alchemy/enchanting.