I've been playing through ruins of gauntlight with a half-elf alchemist, we're at level 2 so far and it's been painful.
Built my character with:
8 Str
16 Dex
14 Con
10 Wis
10 Cha
Bomber alchemist, took quick bomber at 1, and alchemical familiar at 2, Elven weapon familiarity so I could use a shortbow, and since we're doing the extra archetype variant I took rogue dedication at 2 so I could get some extra skill feats/training.
Been running the familiar with extra reagents and speech.
So far at low levels the class just feels incredibly underwhelming, I don't have enough reagents, (even with 18 int and extra reagents) to hand out buffs to my allies when I also need to make healing elixirs and bombs. Quicksilver elixir is pretty dangerous for the swashbuckler anyways, and quick alchemy is basically pointless at this level because of the limited reagents.
I've been making a couple quicksilver elixirs for my own use, to help with my accuracy issues, but its not enough to get through all the encounters in a day and even then it eats up 1-2 actions at the start of every fight just to use it.
Accuracy is still an issue, even with the elixir, most level 2 enemies seem to have 17-19 AC, I've got an attack bonus of 7, or 8 with the elixir and can't benefit from flanking on my ranged attacks which gives me 40-50% accuracy without the elixir, or 45-55% with it against same level enemies which gets worse against higher level ones.
Damage-wise bombs are unimpressive, doing only slightly more than the shortbow (composite shortbow with a decent str mod would be close) and either applying a debuff or having some extra persistent damage, but being limited in uses per day. Generally I only use the shortbow to attack when I have the MAP or are out of bombs. Splash damage has yet to be useful outside of the bonus 1 damage the target takes (it turns out enemies being adjacent to each other, while not being adjacent to a party member is pretty rare). I know eventually, with feats, the math might even out if you factor in persistent damage, but given how short most fights tend to be, combined with alchemist's accuracy issues that makes missing a bomb in an early turn is absolutely crippling.
Honestly I really like the idea of debuff bombs, but due to accuracy and not applying the debuff on a miss they're a bit inconsistent, especially when compared to debuff spells.
Feat selection is also much less interesting than other classes I think, I took quick bomber because otherwise my action economy would be ruined, and alchemical familiar since I'm desperate for reagents. At level 4 I basically need to take calculated splash as a number fixer and prerequisite for another number fixer.
I understand that alchemist turns on at higher levels, and seems to scale a bit quadratically, but its the only class that does this buy it makes playing an alchemist at low levels pretty painful.
At this point I kind of think the class needs some serious reworking, I love the additive feats, but locking it to quick alchemy, while quick alchemy is so difficult to use at low levels, makes them bad choices early on, especially combined with the fact that feats like quick bomber are almost mandatory.
If I were to make some changes I would:
-Add "quick grab" as a class feature which lets alchemists draw an alchemical item in the same action it takes to use it. (helps with action economy of all alchemists, bombers get quick bomb for free, healers can use an elixir on an ally in 2 actions since they only need to move and use it, and mutagenists don't need to walk around with a potion in their hands at all times)
-Enduring alchemy is a class feature built into quick alchemy
-Ditch signature items, alchemists get perpetual infusion at level 1, for a single alchemical item related to their research field.
-Lesser perpetuals lowered to level 3
-All bombs available as bomber perpetual options
-debuff bombs still applying debuffs to targets hit by the splash damage
-Sticky bomb removes all direct damage from the bomb and converts it into persistent damage (i.e lesser alchemists fire would do 1 splash and 1d8+2 persistent) the class needs less math fixer feats
-Calculated splash, do something, the class needs less math fixer feats, maybe just add half int mod in splash damage to all bombs made by the alchemist as a class feature or something
-Demolition Charge: full bomb damage to all targets adjacent to the explosion, it takes a minute to set up and you can't use perpetuals for it, lets make it cool
-Rewrite Chirurgeon, I'm not sure what exactly it should do, but it's not very interesting outside of the greater field discovery, maybe change that to be d8s on your elixirs instead of healing the maximum amount and shift some power down to lower levels (maybe a perpetual level 0 elixir that heals 2hp or something)
-level 3 elixir of life for 2d6+3
-more mutagen types for mutagenists, as well as making mutagenic flashback a level 1 feat, and replacing it with a feature letting you ignore drawbacks of your own mutagens.
-mutagenist can pick strength or dex as a primary attribute
-Maybe lower number of infusions since perpetuals come online at level 1 now? 1/2 level + int? maybe a feat for full level + int? although loss of signature items at levels 1-4 might be enough of a swing
What's everyone else's opinion on the class? is it fine? does it need to be adjusted? Does it just need new alchemical item options? I honestly think the class is pretty close to being great but they need to flatten out the power curve a bit. I'd be fine with bomber's lower accuracy and damage if they could apply debuffs more consistently, and it would be nice if chirurgeon was appealing at lower levels.