Item Development - Threshold Jewels
Really not that in to this after some thought. A mandatory jewel to help a skill compete with another skill isn't really help if the other skill doesn't also have a mandatory jewel.
The opportunity costs on jewel sockets is just too high. You don't even have to consider perfect 4 stat jewels. Just two good stats plus whatever a regal gives you. Especially since one of those good stats can be a life roll. I got a 2h heavy striker to 85 in tempest. There is no way I'd use that new jewel over a 15% damage 7% life jewel. Even if it was 12% and 5% that extra life is too good to give up. And there is still a chance the regal gives me a third good roll. The game already has a system in place that would be perfect to give specific skills a boost later in the game: quality. Please use that. Skill specific jewels is a really inelegant solution to the problem you are trying to address. Maybe the burning arrow one is cool since it could be build enabling? But ones that just buff damage are no good. More alternate effects could be a lot of fun though. 10% chance for heavy strike to spawn a baby rock golem that fights along side me? You might have me there.... When I kill a man he stays dead.
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I'd rather see the ST gem do this:
"Instead of returning, the Spectral Weapon stays at it max. range dealing damage to surrounding enemies." Since I find the ST returnign part useless most of the time, I'd rather see them stuck in place for the rest of the projectile duration. http://www.pathofexile.com/forum/view-thread/1158669
Cyclone MARA Beginners and Advanced Guide. |
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The basic concept behind these jewels is interesting but actual exectue seems be poor the only nice jewel is for burning arrow. Adding just direct dmg buff like spectral throw or heavy strike isnt good idea since good rare jewel do the same constantly
And please if u want to fix fireball add to this jewel (or create additional) effect like fireball explode on each pierce |
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I think its a pretty bad idea that instead of fixing the skills themselves you instead keep them as they are but make them require valuable jewel slots to make them compete properly. Not only that but you make them require thresholds as well. Digging deep in to skills to make them unique is an interesting idea but you guys are always so cautious with making something OP that you tend to make things that...aren't even that good at all.
A neat concept...but unless these jewels are truly much better for their skills than a comparable rare jewel (the burning arrow is the only one even remotely close to that) all of these threshold jewels serve no real purpose. ST in particular is really bad compared to the rares you can get for it and Fireball isn't all that great either. You already have to Conc Effect fireball to make it useful at all so it just doesn't seem like you'd see a big impact from these. It wasn't as if pack clearing was Fireball's primary issue anyway. Must I force every boss in to a wall? Kinda did the same thing with Reduced Mana and Auras and it wasn't exactly elegant. You basically removed the Reduced Mana portion and simply replaced it with a much more difficult to acquire gem. Last edited by Jayme#3751 on Nov 18, 2015, 9:10:13 AM
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Сool jewels! New idea for skills:
1 new skill from Diablo 3 - its "DISINTEGRATE". Just imagine how cool it will be! Properties: Non-projectile, Fire or Chaos dmg (or both), similar to incinerate but extremely long range,leaves no corpses, explodes enemies or dmg over time(or both). Cool visual effect! Heavily Modified Searing Bond effect(purple). Cool sound effect. We all need this skill! Right now its the best time to introduce new Chaos based DISINTEGRATE skill! Looking forward to see it in 2.2.0 update! Lets make a deal - if DISINTEGRATE will be introduced, we players will buy at least 1 more supporter pack! Plz copy my post in comments,quote, put +1, if you agree with me! Chris you are the best! Good luck! PS. skill name "Chaos Disintegrate", Or "Chaos Ray", "Void Ray" IMAGE: FOR THE GLORY!
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Hey guys, it's nice to see jewels like this built for specific skills, but can we see some developer attention to the mana cost of skills? I don't think being forced to be blood magic because max level clarity and points in mana regen aren't enough. Most players are pretty meh on the new eb/mom/zo thing as it FORCES you to spend so many point going in a specific tree. Basically, the mana cost of skills being too high reduces build diversity.
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" This wont happen but It'd be neat of mana was changed to some kind of attack resource/stamina for attacks and changed back for spells. Or each character could have a divided mana/stamina potion instead of the current mana only. Attacks could then be changed to fit with stamina, be it higher cost the more attack speed you have or something similar. This would make so clarity is only usable for spells which would make sense and make it so attack based builds are easy to pick up at early levels with more resource management needed at end game... |
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I like how the jewels affects both the normal and vaal versions of gem abilities. I assume you are making a jewel for every gem ability by the way the post sounds.
I have to agree about hoping for some summoner aimed buffs. Minions just die way too fast and easy in end game content. Achievement hunter!
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What about their drop rates?
I really don't think they will be super rare... honestly i think that those jewels will become quest rewards maybe in Cruel and merciless I STRONGLY hope they won't be ultra rare and 1EX+ worth... |
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" pfff people like you . rude sb... how about you just answer if you know? to much to ask i guess . i missed that part yea...happens :3 . @Qarl so what about Summon Skeletons ? :D Last edited by Wallmeat#1263 on Nov 18, 2015, 10:07:50 AM
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