Beau_Nearh
Portal
- Joined
- Jan 31, 2014
Problems;
+Not a lot of ways to obtain EXP that relates to the class (brewing)
+limited on granting EXP though the brewing NUI (I think?)
+Can automate potion production making alchemists useless in terms of brewing and no level requirements on potions
Suggestion;
+Take out the whole brewing system (just like anvils)
+Give alchemist a new skill setup for brewing, much like it's cauldron setup (certain level =/= better items)
+Have it so an alchemist has to use a skill with water bottles/ ingredents in their invent to create potions
+EXP is granted to player when they are successful at creating potions (you have 80% chance of failing at level 1, decreases by 1% per level)
+Batch size of potions is dependant on level (1 potion at level one, 8 potions at level 60)
Breakdown on new skill system;
+Each time you use a skill, it requires the ingredients of the potions you intend to make (example; sugar for swiftness) and uses up 1 blaze powder and 1 nether wart + x amount of water bottles
+would limit you on what you can make per level of alchemist (example; level 1 can make regen while level 30 can make fire resis)
+would limit you on what you can use in your potions (glowstone and redstone). Dependant on level
+depending on your level changes the batch size you can make (1 potion at level 1, 8 potions at level 60)
+You always have a chance of 'failing' a brew. This would create mundane potions (kinda useless but can be recycled)
+You get EXP when you successfully create a batch of potions
Very brief example;
Level 1 --- Every 7 levels, you can craft 1 additional potion per batch
Level 1 --- New skill very alike forage. Requires 1 fire charge to use. Returns 1-3 blaze powder on use.
Level 1 --- Skill that can create potions of regen and poison.
Level 5 --- Skill that can create potions of slowness
Level 10 --- Skill that enables you to craft splash potions
Level 15 --- skill that can create potions of swiftness
Level 20 --- Skill that can create potions of harming and health
Level 25 --- Can now use redstone in potions to extend their durations
Level 30 --- ect ect
Thoughts;
Well, with a system like this in place. It would address most of the problems I've seen people bringing up with alchemist being that you can create any potion at any level as well as there not being an advantage of max leveling it. Another point would be that it would breath some new life into a system that in my opinion, has been dead for a good while due to you being able to automate the whole process with an engineer. Would really appreciate some feedback on this as it would require a big change on how Alchemist is currently played. Thanks in advance.
Note;
It is currently possible to create custom potions that have more than a single affect attached to them. Example could be strength 2 and swiftness. This is all possible though normal minecraft ./give commands so no extra needed plugins would be required to add some diversity. --- http://minecraft.gamepedia.com/Potion
+Not a lot of ways to obtain EXP that relates to the class (brewing)
+limited on granting EXP though the brewing NUI (I think?)
+Can automate potion production making alchemists useless in terms of brewing and no level requirements on potions
Suggestion;
+Take out the whole brewing system (just like anvils)
+Give alchemist a new skill setup for brewing, much like it's cauldron setup (certain level =/= better items)
+Have it so an alchemist has to use a skill with water bottles/ ingredents in their invent to create potions
+EXP is granted to player when they are successful at creating potions (you have 80% chance of failing at level 1, decreases by 1% per level)
+Batch size of potions is dependant on level (1 potion at level one, 8 potions at level 60)
Breakdown on new skill system;
+Each time you use a skill, it requires the ingredients of the potions you intend to make (example; sugar for swiftness) and uses up 1 blaze powder and 1 nether wart + x amount of water bottles
+would limit you on what you can make per level of alchemist (example; level 1 can make regen while level 30 can make fire resis)
+would limit you on what you can use in your potions (glowstone and redstone). Dependant on level
+depending on your level changes the batch size you can make (1 potion at level 1, 8 potions at level 60)
+You always have a chance of 'failing' a brew. This would create mundane potions (kinda useless but can be recycled)
+You get EXP when you successfully create a batch of potions
Very brief example;
Level 1 --- Every 7 levels, you can craft 1 additional potion per batch
Level 1 --- New skill very alike forage. Requires 1 fire charge to use. Returns 1-3 blaze powder on use.
Level 1 --- Skill that can create potions of regen and poison.
Level 5 --- Skill that can create potions of slowness
Level 10 --- Skill that enables you to craft splash potions
Level 15 --- skill that can create potions of swiftness
Level 20 --- Skill that can create potions of harming and health
Level 25 --- Can now use redstone in potions to extend their durations
Level 30 --- ect ect
Thoughts;
Well, with a system like this in place. It would address most of the problems I've seen people bringing up with alchemist being that you can create any potion at any level as well as there not being an advantage of max leveling it. Another point would be that it would breath some new life into a system that in my opinion, has been dead for a good while due to you being able to automate the whole process with an engineer. Would really appreciate some feedback on this as it would require a big change on how Alchemist is currently played. Thanks in advance.
Note;
It is currently possible to create custom potions that have more than a single affect attached to them. Example could be strength 2 and swiftness. This is all possible though normal minecraft ./give commands so no extra needed plugins would be required to add some diversity. --- http://minecraft.gamepedia.com/Potion
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