So, it was mentioned in a clan that the Overhaul stripped a lot of the value out of Alchemy and Herbalism. It was also mentioned that maybe someone should come up with a list of ideas to fix this. And so here are my ideas (Dhani helped!)
Remove Alchemy specializations. Alchemy goes from Inept to Transcendent. Liniment, Mending, Sanguine, Preservation, Choleric, Phlegmatic and Melancholic are all removed as Alchemy recipes. Antidote is either removed or changed to work like galvanism, offering a 1/5 poison resistance defense. Love is now cured by sipping Love again. Invisibility is either changed to work with the new clothing hiding system, or left alone. The recipe for Frost is changed to snowball 4 juniper 2 kombu 1 mistletoe 1 sargassum 1. Merbloom and Earwort go extinct and are removed as skills. MagicInk, PaleMalt, AmberMalt, WhiteTea, OolongTea, DarkMalt, GreenTea and BlackTea move from Brewmeister into Herbs. The liquids themselves will still be allowed to be brewed using Cooking, as is possible now. TeaCeremony is made a function of Herofete, the syntax is HEROFETE [BLACK|GREEN|OOLONG|WHITE]. Chilling is likewise moved into Cooking.
Alchemy
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Inept: Salt, Sulfur
Novice: Health, Antidote
Apprentice: Bromide, Fire
Capable: Mana, Reagents
Adept: RestorativeIce, OrgPotions
Master: LuciditySlush, Frost, Absinthe
Gifted: Love, Musk, Galvanism
Expert: Jasmine, Miniatures, Invisibility
Virtuoso: Vanilla, MineralOil
Fabled: DragonsBlood, Sandalwood
Mythical: MagicInk, Vitae, Constructs
Transcendent: PhilosopherStone
Herbs
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Inept: Farms, Valley
Novice: Wastes, Deserts
Apprentice: Hills, Mountains
Capable: Forest
Adept: Caves, Sea
Master: Faeleaf, LastHarvest
Gifted: PaleMalt, WhiteTea
Expert: AmberMalt, OolongTea
Virtuoso: DarkMalt, GreenTea
Fabled: SoothingSteam, BlackTea
Mythical: Sparkleberry, Constructs, Miniatures
Transcendent: Herblore
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Comments
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
E: Dhani informs me that that choice was made because it was in Brewmeister originally.
Also, Constructs should probably be at Mythical, since its at Mythical in every other tradeskill. Not sure why Sandalwood would be that high anyways. Herbs is missing Constructs and Miniatures, though presumably they'd be at the same levels (Mythical and Fabled respectively). Why are green and black tea being swapped? It'll still take just as long to learn all the teas, so why change them?
As for why we feel they should just be deleted, the Brewmeister offered more benefits than any other trade when it came to functions outside of performing for that trade. Case in point, most trades have their Trans skill be something that can be used in combat or add to survivability, whereas Brewmeister had three very potent and strong passives that weren't even their Trans skill.
If anything, these lost abilities can be turned into some kind of artifact, if not directly added to Dwarf Demi and Demi+, as they wouldn't fit the theme of Alchemy in general, nor Cooking which is taking over the actual brewing of teas and ales.
Brewmeister had nothing unique, as a trade, save making the malts and teas. Cooking could already actually brew the tea and ales with working effects. So Brewmeister was just a material supplier and PK passive skills.
Herbalism at its core had nothing truly going for it, you had to dump many lessons in order to just get some herbs that are common in recipes. This way the actual herb gathering is front loaded and the production of teas and malts makes sense. We have precedent with SoothingSteam after all.
All custom brews from Brewmeister were just merged with Lorecraft and turned into just one skill. It can be argued that the Brewmeister specialization is needed, but the racial for that specifically has been gone for a while. I think that covers everything, but if something is still randomly tossed to you, I'd be happy to explain why it makes sense thematically and any precedents.
Side note, the only other possibility I see is to put them in Discipline, but honestly, they just don't need to be in the game. Being drunk as is is already amazing regardless of the race you are currently. We also realize not everyone is going to be happy when changes come out or are proposed. If the sole argument against removing Brewmeister is "We wanna keep strong PK passives" then I personally find its okay to let them go.
As for gutting Brewmeister, Bards really don't need two Trade skill specializations that only they can take. It was awesome when it was introduced and it gave some people the motivation to play Dwarf...which nobody really played. I'm not against specializations or trade skills for archetypes, but usually people take a trade skill for what they want to create and work with, and not PK. I can be totally wrong and some people absolutely do look at the Trans abilities only for trades.
Also bards have two trades that only they can take because they're the gap bridgers. They allow cities to have access to basic alchemy, and forests to have access to basic enchantments. Your proposal, as such, removes the gap one way - cities will now have access to ALL alchemy, forests don't have Spellcraft. If it's patently unfair that some archetypes have access to certain skills, then the solution is probably to give every class access to every trade, not dismantle one skill and give its parts to Alchemy first and then whoever else afterwards.
While I can understand the feeling that it feels like Herbs is getting the teas and such for no reason, that argument rests upon making rawtea into types of tea and grains becoming malts using power and amalgamation. That is easy to handle, hence why I brought up SoothingSteam as it could be assembled just like it.
Per the argument of Alchemy being available to all, I really don't see it as a bad thing, and as I previously stated, I don't mind trade skills being locked to archetypes. The entire reason we posted here it on the forums is to gather ideas and opinions before submitting it for a real review. If you don't like Brewmeister and Lorecraft being merged, help us with ideas for 7 new recipes for Lorecraft so we can keep this economy divide. There is no sass, we want other's ideas and suggestions, if you've got something for Lorecraft or Herbs to help it out, other than what we've suggested, we would love to hear it.
I'm happy to consider the idea of retaining the PK effects (Particularly StandingDrunk and BeerBelly) in some way. Possibly as an effect for PaleMalt (which currently does nothing but be a middle ground between beer and whiskey) or a brand new Malt effect. But retaining Lorecrat, Brewmeister and Herbs as three different skills is basically asking that someone come up with two dozen new effects which are useful enough to matter, don't contribute to defense bloat and don't introduce new, Overhaul-incompatible cures. That's a non-starter.
PhilosopherStone - In addition to the very small sip bonus it gains, allow the conversion of a commodity (salt/wheat/whatever) into sugar.
It can have a power cost if one is necessary, but it would finally grant a more reliable way of obtaining a highly sought after, and required, commodity for cooking and other things.
Alternatively - Grants a x% chance to gain sugar additionally with a correct recipe amalgamated. The amount of sugar created would be relative to the amount of sips produced thus also giving a somewhat reliable means of obtaining this commodity. This would negate the chance to sugar normally and only offer the additional chance.
Brewmeister is a holdover oddball. Probably never addressed like the other trades because its core attraction (insane dmp) was eliminated with the resistance/buff overhaul. Not the worst thing in the world to scrap barfing and belching and normalize the trades.
I paid 0 gold (as I remember it) or close to that for my full set of tattoos and have no need to spend a single sovereign more, ever because of how tattoos work. You only end up needing more tattoos if you make bad choices or need to swap around, and with the benefits as nerfed as they now are it may not be worth it unless you're really maxing yourself out on a particular buff.
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
What bothers me is that gutting Brewmeister is being discussed as kind of an afterthought. As an Alchemy specialization, Brewmeister is as much part of the discussion of Alchemy as Lorecraft is. If you think those skills should be gone, say so, commit to it. If you think they're better of as artifacts, pitch that as part of the idea. Don't just ignore it, though.
Finally, as @Stratas said, if you're going to do away with Brewmeister, you should offer your ideas on Tinkering and how you would like to see Cosmic and Elemental Enchanting made available to the communes. To me, this just seems like plucking at low hanging fruit, with the actual work of making hard decisions and justifying them left as an exercise for the reader.
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That said, absolutely those abilities should be nixed. The one brewmeister non-crafting ability that should be included somewhere is chilling.
As pointed out pretty exhaustively at the start of the thread, the impetus for this proposal is that the number of things each of the base skillsets can make has been dramatically reduced and the skillsets are in dire need of condensing, as a result. You can either repopulate the skillsets ("You should offer your ideas" on brand new replacements yadda yadda, also exhausted ITT) or consolidate them, as suggested. Too little material for three skillsets. Enchanting hasn't had anything deleted!
Further, the "coherent idea" with dealing with these skills is that all of the effects that have dependencies remain. There are patterns out there that require blacktea, ambermalt, and so on. These are clearly trade commodities. This rationale has been explained a few times, and placed in the context of a larger movement towards removing strong PK from trade skills. Those abilities [should, and in this proposal do] go away. The chilling effect has a useful crafting niche as the counterpoint to clothing padding. If not into alchemy, it should go into artisan or something. Tattooing, you tattoo the bottles cold.
Anyways, if bards will suffer for taking PK abilities away from them, they can submit reports when envoy reports are open to have those abilities restored, but that really stretches belief. The abilities are pretty darn good, but bards as a whole have basically never suffered in a major way for PvP options and utility. Many of the passive effects are replicated elsewhere in the game, via artifact, class skill (Minstrels, o' course), and plain elbow grease.
As far as redoing Enchantments go: That doesn't really have the same impetus as redoing Herbs/Alchemy, since (as Enya points out) the Enchantment skills still work just fine post-Overhaul. No skills in Enchantments got deleted. So while, yes, it would be nice if there was a bit more parity between Spellcraft and Lorecraft, I don't really see that as a necessary part of this proposal.
Like if you're deleting Brewmeister and reverting Alchemy back to it's original state (with the Lorecrafter abilities making up for the the lost recipes) does that also mean Alchemy reverts to forests only?
It's been a part of trades since the beginning, if you're comparing Spellcraft and Lorecraft then is that being upheld by this? Even if it's not worked out now, making all of what remains of Alchemy available to cities seems like a decision that the division should end and so Enchantment should be looked at. (Even if not in this thread, it would be unfair to leave the disparity behind)
Looking at the skill layout suggested. It seems like all that is "needed" is two more abilities in Alchemy?
Brewmeister is mostly dismantled to fill up Herbs, but in theory something could be done with herbs to fill up those slots instead.
Like cultivation type stuff (could just be me, but super wouldn't care if herbs could make fertiliser for the nature growth and do some other version of nature guard) and some more herbal blends that have some minimal effects.
Add in the mentioned ability for sugarfication and something else to Alchemy to replace Absinthe and MagicInk and all good?
As for replacing absinthe or magic ink, we can't really just get rid of those because Dreamweavers and Bookbinders use them respectively. When we were looking at merging Brewmeister and Lorecrafter, we kept in mind what is required and doesn't already have a place elsewhere. We gave the malts and teas to Herbs simply because they already harvest the tea, and the malts because might as well keep them together instead of throwing it also at Cooking. The brewing of beers and teas was already being done by Cooking, so we didn't see the need to give it to the new Alchemy.
We had a few slips of what we meant to put into the proposal, but overlooked (Chilling, some skill ranks, etc), and those have been mostly fixed. The goal is to keep Alchemy a trade worth taking, and front loading Herbs with the actual harvesting of them. The buff to Cooking wasn't out of necessity or because we love it more than any other trade, just made the most sense thematically. The PhilosopherStone suggestions I put forth, I think we'd rather have the alternative taken for the proposal, as is still keeps with the element of RNG, but it won't be as punishing.