Item Development - Threshold Jewels

I agree with a lot of what has been said, but also disagree with some. Basically, I think that it would be a good idea to modify the base effect of the skills (which is probably happening already, and we just haven't been explicitly told yet), and also keep the threshold jewels in game as long as they are easily attainable (Act 1 quest reward, easy vendor recipe (skill gem + any jewel), etc). There is no point in making the skills work better for leveling/end game if you can't even get them while you're trying to level a new character.

Also, just to reiterate, the jewels need to be strong(er). This could be achieved by simply increasing their base effects (like, +20% projectile speed instead of 10%, +20% phys damage instead of 12%, etc). or you could add another effect that can help make up for the lost jewel socket. A decent end game jewel gives about 5%hp, and roughly 25% damage (or att/cast speed). That means a jewel is equal to about 3 nodes. Threshold Jewels would then need to be good enough to spend at least 4 points on (because you'll probably need at least 1 extra point for meeting the attribute threshold). So, what is 4 points? 20% life? 50-60% damage? That's a lot of stats that a new jewel has to give (and this is for a 3mod jewel only. True endgame jewels are 4 useful mods. If you want threshold jewels to help these skills get to actual endgame, then they might need to be worth 5 points to be considered worth it). From the skill reveals, it is pretty obvious that most of the jewels (with the exception of burning arrow) are not really build enabling, and if they are (like a heavy strike prolif build or something), they are way too weak to really be effective. It would be the most interesting to have an increased effect from the mechanical changes to make up the difference in jewel power, but if they were just given some other numerical benefit, it would work just as well too.

The heavy strike jewel might be worth using if it caused a successful knockback to splash melee damage, or just gave 5% max life. The spectral throw jewel might be worth it if it was 4% *more* damage, if it was 4% increased damage for all projectiles, or if it reduced the internal cooldown of projectiles damaging mobs. Maybe a molten strike gem converts additional phys to fire in addition to it's other effect, or if the burning arrow jewel also gave 5% attack speed.

Just a few more little numerical or mechanical bonuses/effects would alter the currrent state of the jewels and make them either worth it, or actually build enabling.
Sorry if this has been asked before, but if one was to use the Unique Jewels that convert nearby Stat Nodes into another type, would those then be able to satisfy the threshold requirements on the Threshold Jewels?

So if I used, for instance, Fluid Motion in a Jewel Socket on the left side of the tree (within range of the Stat nodes near another Jewel Socket) would those Strength Nodes then be considered Dexterity Nodes for activating Steel Spirit?
IGN: Golem_Antsy, Harvest
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Sheriff_K wrote:

So if I used, for instance, Fluid Motion in a Jewel Socket on the left side of the tree (within range of the Stat nodes near another Jewel Socket) would those Strength Nodes then be considered Dexterity Nodes for activating Steel Spirit?


Yes i believe so.

Currently when you utilize these jewels, the stats that get converted actually change in the passive tree to their converted counterparts.

As such, i think they will be relevant to threshold jewels.

For it to not work like this would be a lot more confusing and counter-intuitive in my opinion.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Are there coming anymore threshold jewels?

These kind of jewels would actually make it possible to fix the Blood Rage fuckup for Flicker Strike.

Since Blood Rage was a way to not fuck up the flickering, flicker builds got screwed over big time with the BR change.. I might have missed some info or posts somewhere with my exact questions/sugguestions already answered/announced or whatever, but this seems like obvious jewels:

Flicker Strike: When an enemy is killed with Flicker Strike, Blood Rage has a 100% chance to give a frenzy charge.

Maybe even a chance to give a little back to CI builds since one of the only benefits CI had was a free Blood Rage?:

Blood Rage: X% amount of degen is taken as chaos damage

I don't know how this would actually be working balance-wise, but it seems so damn obvious to me. :)

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