the original lines in the patch notes for potion changes:
“We felt that some of the higher-tier core potions (particularly Health Potions and Mana Potions) were a little too difficult to craft, so we updated the recipes to craft these items and introduced a new alchemical component to do so: Alkahest.”
Lets stick to health potions:
I crafted them before with water / azoth water / soul mote / earth mote. One each. Thats it.
Now with the change I still need azoth water (x1) for the alkahest, hyssop (x10) and water (x1).
So the new chain is water, hyssop, azoth water (for alkahest), soul mote (spirit reagents), earth mote (earth reagents) + now you have to add a medicinal reagent which is in my case bulrush cob for example.
Do I get something wrong or does the change just make them more difficult to craft?
Wouldn’t be a problem for me while I’m sitting on thousands of different potions, but the communication should be “it makes them harder to craft” while you simple just need the same regents and just added 10 hyssop + a third reagent… Correct me if I still get something wrong.
they are way more difficult to craft now than they were before the patch.
Alkahest says it has a 20% chance to double and in 72 crafts i got 72 so something isn’t working there either.
Haven’t been crafting arcana since update while I stacked out nearly every settlement pre patch with potions in case they’ll be harder to craft…
but yeah, never understood the even shown “bonus” item window in arcana. Never got any bonus potions at least when it comes to t5 ones and crafted multiple 10k stacks of different t5 pots.
Cooking for example does give you bonus items even when the cooked dish is arround 100 coins / item. Why there’re no bonus pots makes no sense eather but I’m fine with that.
Some of the higher tier - not necessarily the highest tier.
Potion crafting has always been oddly balanced. The difficulty to concoct potions became increasingly difficult with every tier, until you get to T5 and all you needed was motes and azoth water (and arcana 150).
IMO the intent has been to allow anyone at all to farm the reagents for the pots but still require 150 arcana to make them, giving the profession work while also making the pots low enough value to be affordable.
However that leaves T4 and lower useless.
T4 pots required one of two extremely rare reagents. To get a flower you need full harvesting luck (outfit/food/trophies) and even then you’d only grind half a dozen in an hour.
T3 wasn’t as bad but still wouldn’t allow mass producing T3 pots.
Now T3 and T4 are easier, and yes T5 is more elaborate. For the medicinal reagents needed you can grind bullrush cob and sell the firefly bait, so not bad at all.
Adding another type of pots (which you can also concoct in a camp) is great as now it looks like people can actually level up arcana efficiently with potions. Before you could but only certain potions worked for this, like T4 focus and T5 encumbrance pots, so people recommended crafting weapons instead. Felt weird that we needed to rely on mining/skinning more than harvesting to grind arcana.
T4 healing pots may even help drive the price up for T5 pots.
Now we just need bonus luck fixed for Alkahest and to ensure it is also working for pots if intended. Pretty sure I never got duplicate pots when crafting so far. Just motes.
I get your point - still there is no mentioning making t5 pots harder to cast. I realy don’t have a problem with the situation how it changed. It’s just that the patch notes create the imagination that crafting “some” higher tier potions become more easy while others stayed the same which is just not true.
But i see, working as intended without communicating it. That was actually the point I wanted to clearify, if there was a mistake in it…
Highest level ones a bit more process involved but it’s a justified evil imo.
Health potions before needing a tier 3/4 medicinal reagent was awful and the grind from 100-150 was (at least for me) very demotivating needing SO many secondary high tier reagents.
Might suck when I get to 150 (going to tonight) but I like this process a lot more than what it was before.
I don’t see it this way. Why bringing catch up mechanics not even two month after release? But thats just my pov.
Made it to 200 arcana before easyly with buy orders + farming, to be able to craft t5 pots. No interest at all in lower tiers after hitting cap. My t5 farming route just went from two routes to get it done to three routes + bulrush cob farming everywhere I see it. If I wouldn’t prepared pre patch I would be pissed as hell but like i said I’m fine with the change even though I use arround 25-30 hp t5 pots + 20-25 hp regen pots PER outpost rush as a frontline melee
Yea, I have 800+ infused healing potions scattered around various storage shacks, not sure why they needed to try and make them easier to craft. (and then failing at it). Of all the pain points in the game that was not one of them, so not sure why they wasted time on it.
Yeah this was a big reason I quit today for a while a long side the other bugs. They made it significantly more cumbersome to craft health potions and I use a lot and was in a gameplay flow of always having them. Now I have to always make sure I have 3 extra ingrediants in bulk in the same overflowed storage…
Man I’m so disappointed in this patch its next level.