Alchemy and Crafting Thread

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Takes to long to go back and forth between alchemy and crafting tabs and the shop one. A possible solution would be in the shop tab , have one part with the recipes and crafting diagrams so we could see if the vendors have the items we need without having to memorize the name or picture of the items missing.
 
Weapon oil could be more interesting. Instead of % bonus to attack it could be more realistic and works as a poison:
- weaken the enemy so he deals less damage, can't power attack even
- burn them (silver based paste on armor, weapon, crowssbow bolt...)
- cause effects like nausea, or much more causing for example soldiers to drop to their knees defenceless
- bigger monsters could be stronger but also be affected with more poisons and other items. A Witcher is a monster assassin, not a paladin.

and more ;)
 
It would be nice if we could hide obsolete crafting diagrams. For example, when I'm level 20, I'm never ever going to craft a level 6 armor or sword, but all the low-level stuff gets in the way when I am looking for the shiny new thing I want to craft. Even a filtering option to sort diagrams by level requirement would make things easier.
 
Well.. i v really enjoyed the alchemy of the witcher 1.. really funny, really tactical with the dominant elements.. i hate that of witcher 2.. only usable during meditation ruined a lot of fights.. i really appreciate if the system returns to TW1..
it s my dream for tw3
 
From a conversation I had over in The Seven Cats Tavern (I figured it might do a wee bit better here):

The crafting system is not quite what I expected either, and is really rather quite a disappointment. I'd hoped we'd be able to upgrade any armour we liked, rather like an advanced system of the 'armour enhancements' from Assassins of Kings. I think I would still prefer a return to that style of system, with expanded possibilities. (The Glyphs are virtually worthless, as far as I'm concerned.) In such a system, one could upgrade a very low-level armour (say the Warrior Jacket, or a brigandine, if one liked) to rival much better harnesses, by adding a variety of enhancements. Examples of these enhancements could be: pauldrons (shoulders), gorget (neck and throat), besagews (upper breast and armpits), cowters (elbows), tassets (groin and upper thighs), poleyns (knees), greaves (shins), etc. These armour additions could come at a high price, which would give us something to do with all our tens of thousands of Crowns, and could be limited by the 'slots' or upgrade-potential of each armour. To make even more of a challenge, we might need to find these attachments for the armours, or have them specially crafted. There could even be different levels of enhancements, like before: magical, rare, epic, each with different bonuses. I believe the upgraded Witcher Gear is intended as a similar idea, but it seems to lack versatility, and is thus rather static.

So far, I've only crafted one or two armours, and a couple swords, which I out-leveled quickly. Otherwise, I have found all the equipment I'm currently using, and it's all much better than aught I can craft at my level (26). I have lots of diagrams, but I hardly use any of them. And, since almost all my promising diagrams require level 30 - 40, what good are they?! The system could have been handled differently, and I'd really have liked more control over the customisation of gear. A bit too late, now, sadly.

My main, and simplified, suggestion would be the reinstatement of the armour enhancements we had in The Witcher 2.
 
My main, and simplified, suggestion would be the reinstatement of the armour enhancements we had in The Witcher 2.

That would be a possibility... the main problem I see is: We don't really know if there is such a thing as a multiplier for gear levels. We know that, when gear is found at a lover level as it was supposed to be, it is scaled down. Question is, can the reverse be done too? If so, it would not be a problem to implement an "upgrade to current level" option - in the background, it would just change the multiplier. That could be done by a) paying a crafter to do so or b) applying a upgrade items (ie. armor plates, etc.).

If, however, gear levels have to be set by hand, than it could be quite a lot of work to make upgrading happen...
 
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Maybe i already mentioned this somewhere, but here are few suggestions to crafting:

First - Crafted armors and weapons should not have fixed level, but instead should be always crafted to the level player has at that time - after all, you give smith a manuscript to manufacture you something.. why would he make something that doesn't fit you? At the other side, you can find same item somewhere and it is automatically scaled towards you, which makes crafting system practically unimportant, and only used for those witcher diagrams.

But, if weapons were manufactured to the player level, there would be a notion to come to armorers and smiths more often and "reforge" weapons to higher level. Such reforge would cost money and would require additional material, so player would have something to spend his money and resources on.. Smith level would just determine to what level he can upgrade weapons to.. so you would really need those master smiths and armorers if you want top quality weapons at the end of the game...

right now, having some manuscript for some weapon is practically pointless as if you are higher level than weapon that will be made from it, such manuscript is completely useless to you, and just makes the manufacturing list unnecessarily long..
 
I have to crafting recepies under quest tab, that i am probably never going to use again (unless I ran out of dung-chort-lure, or find albino-bruxa tongue to make new withcers).

It would be nice, if those recepies were gone.
 
Just wanted to throw my opinion in here since I love, love, love using alchemy/bomb/ blade coatings from previous Witcher games. In Witcher 3 I would love to see the removal of using alcohol to replenish potions for it seems rather dull in comparison to example; Witcher 1. Witcher 1 is really fun to gather ingredients and even combine certain ingredients to produce stronger traits to the potions for instance, Blizzard with all Negredo increasing reflexes. Increasing traits is a small bonus and I would be fine without it but I really find gathering ingredients in Witcher 3 utterly pointless and honestly, I get a lot of enjoyment gathering not to mention shopping for better alcohols like Alcohest or Wormwood, or finding better blade coating/bomb paste. If I had 1 complaint for Witcher 3, it would most definitely be the alchemy aspect. I would be ecstatic if they would address this but my gut tells me they won't. Who knows though. Anyways, that's my input. Thanks for reading! Goodbye!
 
Just wanted to throw my opinion in here since I love, love, love using alchemy/bomb/ blade coatings from previous Witcher games. In Witcher 3 I would love to see the removal of using alcohol to replenish potions for it seems rather dull in comparison to example; Witcher 1. Witcher 1 is really fun to gather ingredients and even combine certain ingredients to produce stronger traits to the potions for instance, Blizzard with all Negredo increasing reflexes. Increasing traits is a small bonus and I would be fine without it but I really find gathering ingredients in Witcher 3 utterly pointless and honestly, I get a lot of enjoyment gathering not to mention shopping for better alcohols like Alcohest or Wormwood, or finding better blade coating/bomb paste. If I had 1 complaint for Witcher 3, it would most definitely be the alchemy aspect. I would be ecstatic if they would address this but my gut tells me they won't. Who knows though. Anyways, that's my input. Thanks for reading! Goodbye!

I second that. The plants are everywhere. It would be more balanced if we could simply remake the potions, bombs, and oil ourselves rather than having to buy up a ton of alcohol. (Since we can't make any from scratch ourselves). I find the current alchemy set up to be a little OP for that reason.

I also wish that I could craft and dismantle items myself rather than combing the world for some idiot npc to do it for me. Everything costs money and money doesn't come easy. The whole economy of the game is throw off by that. Every time I need something, I have to slaughter random monsters and hawk their parts to the nearest NPC who in turn rips me off. I know that falls in line with the story but it would be nice to craft things on my own. If Geralt is smart enough to brew potions and craft bombs, he should be able to dismantle objects and level his own crafting skill. (Maybe make it optional for those who don't care about that sort of thing?)
 
I find the current alchemy set up to be a little OP for that reason.

Yes! If Max Igni was too powerful in Witcher 3, then crafting is way UBER, overly powered in comparison to previous installments since you can simply restock formulae with alcohol. This also hinders the immersion experience a great deal in my opinion being a fanatic of the Andrzej Sapkowski novels and Witcher1 and Witcher 2. Can't agree more your statement MadhatterSam.

Plus, as others here have mentioned here already, this world is so vast and beautiful, yet we really have no need to continue gathering once outside White Orchard. I don't know if it was a decision that was made to draw more people into the Witcher world since going to both consoles or if it was dumbed down for other reasons like technical/time restraints, but I think its a great shame personally and is really the only complaint I have for this game as I've mentioned. I think they tried to counter this hiccup by making the potions incredibly weak in terms of duration as well as removal of animations when using them but having played the other games, it only exaggerated the issue for me when I am used to potions lasting hours for things like Swallow or Black Blood on top over everything else I presented here.

Conclusion. So if things like Igni are too powerful and are addressed, I would gather that something like this should also warrant corrections/alterations because it is clearly over powered, immersion breaking and really just makes no sense. For the record, I am totally fine having an on/off mode for it too! I also am aware that this is not a simple fix because durations and the like are tied into the Alchemy skill tree, so to fix one you'd have to fix the other but if there was some way to do it I would be exuberant! Hell, I am crazy enough that I'd even pay for this fix via DLC, thats how much it bothers me personally. I digress! Thank you for your time and reading my opinions! Have a wonderful day! Farewell!

-Zero
 
Hello guys. This is my thought on the matter.

I completed the game on broken bones without crafting nor buying any weapon nor armour until i hit 30 lvl and crafted complete feline armour and ursine swords. I simply had better random loot all around, and sold all i could haul around. I never got the difference between light medium and heavy armour, so i just went for the best stats, and i also like the dismembering chance.

ALL THE SUGGESTIONS I AM MAKING COULD BE SET ON A EVEN HIGHER DIFFICULTY SETTING, OR A MOD.

As far as crafting is concerned i would like that:

- armorers and weaponsmiths would craft their relevant items for their level DOWN. This means that a master crafter can craft EVERYTHING, not just master items, and journeyman can do journeyman and amateur items.

- i would like to see level capped items removed. a sword is a sword, you dont use it any differently from any other sword. Also geralt is a hundred year old fighter, proficient in everything that ends lives. It is silly to have 6 swords with fancy elven names and your best weapon is a dull axe you cant even use because it's capped. Same goes for armors. Also i find lame having the same weapon names used indifferently for level 5 and level 25 items. How can a novigrad sword inflict 20 and 180 HP? Just give powerful loot to high level foes, and thats the extent of all you need to prevent giving a 20 level sword to a 5 lvl witcher.

- On this matter, i also find it pretty silly having the same enemies being indifferently level 5 and 10 and 20. A wolf is a wolf. A ghoul is a ghoul. And honestly Geralt is Geralt. He regaind his memory, he is the killing machine of yore, the butcher of blaviken. He doesnt need level up anymore, he is what he is. He knows all the signs, he knows his potions. And if there's something he doesnt know he's not going to learn it in a couple of weeks in the wilderness, unless he finds something revealing like a schematic (or a Skyrim's thu'um sort of stuff you absorb by seeing)

- Alchemy. Pretty useless and confusing, which made me to avoid it as much as possible. The game is pretty easy as it is, and there's just too much different stuff yopu can loot or take from destroyed equipment. I just crafted bombs for nest clearing and contract requirements. There's too many elements around, which i compulsively looted around the world because you never know, but i never got what was needed for what, nor the fact that all you needed to remake a potion is just alchool, and not the elements you needed to make it in the first place. I just used some oil when i faced some monster that was 7-8 lvl above me and could not (or couldnt bother) to kill it on horseback. I wish alchemy was a more tactical choice to take before a fight (together with eating food: plain silly munching berries while you fight), and that taking a potion takes you time to gulp and time to take effect, like in the cinematic trailer "A night to remember". Also i wish you needed all the ingredients all the time, and the more you make the more you need to meditate, and that there where some kind of Herbarium in the menu where ingredients would be listed with their characteristics and lilely places to find them.

This is it. Thanks for reading :)
 
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It's funny how all the changes to the alchemy system to make it more attractive to use actually caused the complete opposite effect.
Not for all but as I see it mostly players who already put an absurd amount of hours into the first and the second Witcher and while doing that certainly didn't mind the additional effort of restocking on ingredient supplies once in a while. And now with the third one you have this huge open world populated with ingredients and yet you don't actually have to gather them beyond that one time you craft the infinitely self-refilling potion, oil or bomb for the first time?

I was willing to give it a shot, even after the initial resentment for this heavily streamlined version of the alchemy system from TW1 or TW2, but after trying it for the first half of the White Orchard chapter, I stopped using it entirely and instead focused on other things like crafting and upgrading that required at least some effort on my end making the pay-off actually feel satisfying. Like you achieved something because you worked for it. Just meditating and having your potions and bombs(!) refill with alcohol doesn't cut it for me. Also because in case of the bombs it doesn't make sense at all, even by video game standards.

I wish there would be at least an option or an alternate game mode that would allow for a more immersive and reasonably realistic approach to alchemy, just like in the first and the second Witcher. If the devs won't do it than here's hoping for someone to cook up something that is able to come close or fully reproduces the functionality of the original alchemy system, once the new Redkit is released.
 
Just meditating and having your potions and bombs(!) refill with alcohol doesn't cut it for me. Also because in case of the bombs it doesn't make sense at all, even by video game standards.

Get drunk, pass out, wake up... "Where'd these bombs come from?" --You mean this hasn't happened to you? :D

But if we were to craft bombs, we would need a boatload of more nodes to gather sulfur and other materials to remake them. Buying from an NPC will (like everything else) rob us blind.
 
Suggestion for this system for an upcoming patch (hopefully!):

If you elect to inspect any diagram/schematic for weapon/armor/glyph/etc OR alchemy formula for sale in a shop, right now it pops up and shows 'how many of what items' are needed to make the item ... right? Pretty cool, but an EXCELLENT addition to that info would be a label to the right of that which says, like "In Player Inventory: 3, In Current Shop: 2 (Price 23 Each)".

Having these 3 additional pieces of info for these things would be STAGGERINGLY useful by telling the player in one glance "Could I make this item that the schematic is for NOW, and if so, how much more gold will I need to spend to buy the items needed to make it?" .

In fact, to make the whole system REALLY user friendly, there would ALSO be a way to point at a schematic in your inventory, and have all this same info I described above ALONG with a mechanism to auto-buy as many of the needed ingredients/parts from the vendor that they actually have available.
 
Hey all, i recently started playing the witcher 3 wild hunt and so far i love it, but i have a minor( well it depends on what you think is minor of course) suggestion on the alchemy part of thge game.
So far the dialog and the aesthetics as well as the mechanics of the game have given me the impression that prepairing is the key to success as a witcher and by giving me the bestiary they have done an awesome job with giving the player the information a witcher would need to hunt those monsters, however it doesnt help quite well with preparation on the alchemy department, I would really love to have an alchemist compendium with info on the reagents and where you can usually find them. Or at least have a herbalist like on white Orchard where she told me where the bait for the griffin grew. Dont take it wrong im not saying it should keep your hand, just imagine you are the witcher and you need to find info on a herb, you obviously wouldnt search google and of course except you were a lunatic you wouldnt go out blindly on the countryside searching, I wish there could be an easy way to implement this
 
To disable alchemy auto-refill (a suggestion from another user in another thread on the subject):
1. Craft potion
2. Drink potion
3. Throw potion away when it is empty. This will destroy it.
4. To use the potion again, you must now craft it from scratch.
This will make some potions available only a few times in the game, but it would seem to fit the lore better, and requires no special patch or mod.
 
i think they need greatly reduce availability of Dwarven Spirit.. it is laying around everywhere..so you never have to buy any of it, and it makes potion refiling no brainier..
I personally liked the potion system in W1, where alcohol was needed for every potion, while being quite costly so every single penny mattered..
 
Make a decotion toxicity meter that's separate from potion toxicity.

I understand the rationale behind most decisions in the alchemy tree and system(except for Fast Metabolism, who the hell wants to lose toxicity when it make your potions last forever) But making it that decotions create a fixed toxicity level that doesn't drop its an awful way to fix that, because for the duration of the decotion you're limited in how many potions you can use if you're specialized in the Alchemy skill tree then you're shit out of luck since decotions don't register toxicity which is a requirement for most skills to work. Really fucked it up with that "fix".

Ergo, my solution: create an instance of the toxicity variable dedicated just for decotions and have it work with skills from the Alchemy tree.
 
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