Oh yes, Alchemist system... does it work similary to Witcher game's alchemistry?
I don't want to bother players with 2 much complex systems

Alchemist work like this:
All heroes can pick herb, animal skin... items.
But only alchemist can buy recipes and make awesome potions and so on.
Herbs will be placed all over the map, based on units (buildings to hide hp bar) they will be hidden within environment, when player see herb he can try to harvest it (25% chance to success), if he fail he must wait 10 seconds to try again.
You will be able to harvest herb to infinite but 25% isn't 2 much, and herbs don't cost so much gold so players won't stand near 1 herb for like 2 hours and then come to base sell them and buy epic items
I think to increase chance for alchemist (up to 50%) so what you think...
To me this look easy and cool...
As player move it's champion to new lands new herbs will be shown as well as new potions and items
I think as well to add few hidden recipes that can be found after finished quest, on hidden locations, in dungeons so alchemist can improve his skills even more.
Maybe weak but crafted potions instead of epic enhanced weapons or rare items give hero large number of combinations for gamepaly. They can heal hero, restore mana, increase damage, armor attack speed, luck, evasion, critical, give ability to increase stats after kill, summon weapons for set amout of time, increase attributes permanently, give lifesteal and many more cool things...
Easy to create, easy to understand how it work and easy to play with, that's my point.
Oh, demo will be uploaded and attached in this thread so don't worry
After demo and opinions maybe I request hosted project forum

Dunno will see what people think about it first
