Can we nerf it or even better get rid of the backfire? I haven’t been able to level my alchemy in 3 straight days because my 1st experiment attempt backfires on me. What other professions act like what? I don’t honestly know but if any of them don’t then the rest of them shouldn’t.
I’ll try my 4th day later but c’mon it’s not even funny anymore. It’s just sad, and depressing at this point.
Edit: I realize this isn’t the only post complaining about this. The more we complain the better the chances they fix this #hopium
Couldn’t agree more. Alchemy is so toxic. Not only is the failed experiment 4 hour lockout frustrating, but we have to spend Artisan’s Mettle on every experiment - even if we don’t learn anything.
To my knowledge NO OTHER PROFESSION has to waste Artisan’s Mettle like this. They get to spend it on profession gear / dusty notes to earn knowledge points. We are stuck throwing hundreds of mettle away for nothing in order to learn new recipes and/or raise our skill to 100.
Since I hit 75 Alchemy skill I have failed every Basic Phial / Potion Experimentation combine I’ve tried. 4 days worth. Blows up every single time. It’s beyond ridiculous.
Blizzard hit a home run with the new professions. But this Alchemy Experimentation crap needs to go. Give us actual / potion phial recipes to level up on and stop making us waste Artisan’s Mettle for no reason.
It’s sad because the alchemy leveling guide has the players focus on either potion or phial mastery to level instead of transmutations which stop granting leveling boosts by level 60.
Yeah I literally just had my 3rd explosion in a row. That’s 12 hrs of incurred cd. These pots and phials don’t even seem that worth it, some are fun sure, but every single one has a 5 min cd? The Potion of Gusts and a health pot should not share a cd. Like 4 are available on crafting orders that nobody is asking for. The only pot worth is the one we can’t get until raid unlocks. Alchemy sucks, thinking of swapping to something else, but I feel like I already missed the curve. Frustrated.
hard agree, this repeated explosion garbage makes alchemy a terrible profession. needs to be fixed yesterday. At the VERY least you need 2 guaranteed phial experimentation successes after a failure
Got max phial experimentation and have maybe backfired once since unlocking Advanced Phial Experimentation in like 40 crafts now. Ran out of mettle. And still have 5 liquid courage’s made. You’re gonna backfire if you don’t have experimentation maxed in either phial or potions. Go get all the knowledge treasure nodes, treatises, and quests done from darkmoon and artisans and dump all knowledge into it asap.
No other profession works this way. It’s toxic, and requiring players to max out a skill choice in order to actually level our profession is also toxic.
I gave up on alchemy completely, I don’t like the mini-game aspect of it now. After 18 years of it and all the special recipes, I just dropped it. I’ll just do full gathering to pay for alchemy consumables on the AH. I’m sure there plenty of players who enjoy mini-game crafting, that’s how FFXIV does it. But just not for me.
No it’s not at all like that. It’s like not speccing into weaponsmithing means you have a 85% chance for crafting a weapon to fail, consume your mats, and lock you out of weapon crafting for 4 hours.
Literally nobody is asking for perfect rolls, we’re asking to not be locked out of leveling our profession for days at a time.
So far I’ve failed on the first experiment eight times in a row now, and I don’t have any Liquid Courage to counteract the effects. I also have no other crafts that will give me skill ups.
Really great system Blizzard, I think next you should make it so if you wipe on a raid boss, you get a debuff that makes you too scared to try again for four hours.
This is literally not how Alchemy works currently, but I’d like to drop your acid, too. Experimentation doesn’t automatically mean you level it up… just because.
When I started WoW I chose alchemy as my profession as I was new to RPG’s and my career was in research (and I actually enjoyed my career). I thought about making my own topic on this, but I’d rather just put it here.
My thoughts:
One of the skill trees should have allowed for less failure on experiments. I’m not sure if one of the stats does this, but maybe one of them should?
To fail you need an objective. We are doing “research”, but not for any specific recipe? If the failure is going to have a lockout we should be able to choose a recipe (based on level) we are trying to obtain via research and not have it be random or just give points when successful. If the experiment “fails” there should be a decent chance at another lower level crafting recipe.
Penicillin was discovered from a “failed” experiment. A Google search shows plenty of “failed” experiments that led to new inventions. Or they give us experience (xp) on what not to do next time at the very least. Again - let there be a table lockout, but something should be gained even if it’s just crafting experience.
Having experience with no recipes is kind of useless, yes? So even if players got experience for failed experiments they would still need to do the experiments. People don’t get PhD’s and then just never do experiments again - because they realize there is more they don’t know. So again, I’m not seeing the reason to lock xp on this prof with the current discovery system in place.
I think you misinterpreted me. I meant speccing into Experimentation. It’s not a fix at the moment, and while it does expedite the process with Advanced unlocked, it’s still a massive investment and reportedly does not decrease the odds of failure and subsequent lockout.
But you can not spec into something if you don’t get xp or knowledge points, correct? So they still need to fix this. They have added “bad luck protection” with other classes or gear and can do so with this.
As an alchemist that maxed the profession in 2 days, yes, this is how it works. Spec into experimentation, spend mettle on Advanced experiments. Eventually you get 100 in alchemy and discover everything available.
Blacksmith, leather working, and tailoring don’t have a path like that.
Experimentation does exactly this. Moves success from 30% to 80%.
You continue to experiment after you have 100 in alchemy because you don’t have all the recipes yet. You level to max before you have been able to unlock everything.
It really is, and it also lowers the lockout CD to 2 hours, and gives you a lot of liquid courage. I run out of mettle, and I still have 4 liquid courage in my bags that I can’t even do anything with.
You get a lot of points from first time crafts, and from world treasures. I only have about 90 knowledge points (I know people with much more), but that’s more than enough to max both branches of experimentation.
What if you followed a different research path while getting all the trainers, treasures, etc etc and have nothing to spare to dump 20 points into advanced experimentation?
I’d love it if I wasn’t rolling dice to A) see if I blow up and have to wait 4 hours and B) if I don’t blow up, will I get a skill-up from a green-rated action.
Yes, THAT is the real problem with the design. There’s only ONE right path to level, and it shouldn’t be the case. Especially when we are locked into our points and can’t respec. Totally agree that the system needs further improvement.
But saying there’s no path in alchemy is disingenuous, or straight up a lie.