Heroes of Hammerwatch

Heroes of Hammerwatch

Alchemist Class
13 Comments
DeadLeaves 28 Nov, 2021 @ 11:49am 
I was wrong, the mod is just incompatible with the arcanist. On a completely different note. the Healing Poultice seems to not work as intended. It seems to trigger at way too low health. like 5% or something rather than 50%
DeadLeaves 28 Nov, 2021 @ 9:55am 
Does not work in multiplayer. We're getting mod missmatch. All other mods we've tried worked so far except this,
Corey 3 Mar, 2021 @ 9:49pm 
I read buffing as bullying
Atama-kun 15 Mar, 2020 @ 7:42am 
Yep. Attack sometimes miss and some skills (didnt try before Moontemple) work with errors. So now its too bugy class. Sad =(
Tequali 31 Dec, 2019 @ 5:25am 
Just tried him once and it feels like sometimes his attacks dont deal damage even though the attacks overlap with the enemies, is that normal?
fenix 17 Oct, 2019 @ 5:39pm 
is it only for me that the sound of primary attack is very loud when triggered multiple times?
Warlok 2 Jul, 2019 @ 1:49am 
I haven't tried him yet, but why not give him multiple blunderbusses, and say that each has to be reloaded individually, over considerable time, one at a time? Make it different in that gunshot armour pierces out to a long range instead of the more common limited range attacks of most characters.

Having a number of shots available but needing to do nothing except reload guns could work.

I'd make the Tanglefoot Bag goo last a considerable time.

Stinky Concoction I would keep lesser in effect, but that is dependent upon a low Mana cost, short cooldown, and good throw range (?).

Just some thoughts.
Asbyn 23 Jun, 2019 @ 10:46pm 
His primary attack could definitely be better. Turning it into a spray of poison darts, with a built-in poison proc, would help with the damage and be a little more thematically consistent with the whole alchemist thing.

Stinky Concoction could also use a butt. Look at the gladiator and the witch hunter: they both get a debuff that increase the damage taken by enemies, and they're both way higher than 30%.
Gravitryx 22 Jun, 2019 @ 2:42pm 
@Hal9000

I think overall the concept is really good. the biggest thing I can see making him feel weak is his auto attack maybe a slight range increase would be a good start personally I would like to be a bigger cone/ projectile count as it is ranked up maybe

Another suggestion is to make his R-Click have full range but hit first target to make it a bit faster.


these are just a few of my thoughts not trying to push any major changes.
keep up the great work i love all your mods:1up:
Hal9000  [author] 22 Jun, 2019 @ 4:16am 
@Gravitryx Thanks for your feedback, Alchemist's Fire should work fine now.

I'm concerned about the current weakness of the alchemist right now. The class is intented as a support class just like the priest so i'm trying to not make it too powerful.

Alchemist has a bit of everything, he can buff allies, debuff enemies, has minor healing skils and even can summon a friendly minion. I'm open to suggestions, of course, so if you have any idea for him, feel free to share.
Gravitryx 22 Jun, 2019 @ 1:59am 
as for gameplay it seems kinda weak overall. also your Alchemist's Fire ability seems somehow bugged and is only able to be placed once per floor as it never de-spawns and cannot be used again.
Gravitryx 22 Jun, 2019 @ 1:57am 
currently class bonus gives mana. would be nice if this had a different affect personally based on lore of the character only i would have it increase potion healing but really anything is better than mana
Staax 20 Jun, 2019 @ 6:27am 
Feels rather weak and unrewarding to play. I didn't play it farther than boss 2, however, so I can't provide any better insight than this. I tried all the skills though, and none of them were amazing. Now that witch hunter is out, this feels like a worse witch hunter.