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Item Development - Threshold Jewels
" You are suppost to use Rallying Cry as well. Oh and Fortify on weapon swap for damage mitigation. Kappa |
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" Sorry, i am not very familiar with how "crit" works here. (RT all the time) Always thought that Crit Multiplier by default is 100% and works as increased damage and results in dmg + dmg * 1.00 (double damage) And Crit Multi of 150% would yield dmg + dmg * 1.50 Sorry for inconvenience. |
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I hope threshold gems are not simply a convoluted way to make unappealing skills somewhat interesting when those same skills could have had real changes made to them to improve their usability.
"If they actually showed gameplay with it zoomed out and then zoomed it in for the real one I think there would be actual riots in the street. I think that people would burn the building down."
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I like the idea of the new jewels, but it is borderline mandatory jewels for the specific gems, doing this instead of just slightly buffing the actual gems themselves is beyond me...
The burning arrow one is interesting, just go crit based burning arrow with lmp/full pierce. If the burning dmg is based of the fire dmg dealt(+ maybe inc burn helps also), you can quite fast cover the entire screen of high dps burn, or in other cases several fields of tar. This will however create immense lag/fps drop for many of the players, and is most likely not party friendly! I may probably try this jewel/build for myself as it sounds like fun, but i guess i'll keep playing solo most of the time then :| Afaik there are still more improvements that didnt get into the game, that was delayed from last patch? So hopefully in 2.1.0 the fps problems made from the ground effects are mostly gone, or at least greatly improved. Otherwise, excited about the new patch coming out and the changes that are coming with it :) You just wasted 3 seconds reading this. Last edited by Tian_Yihao#4319 on Nov 18, 2015, 10:35:07 AM
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the burning arrow one is really impressive mechanically.
for fireball i think it would have been better to see something more interesting, overlapping damage isnt really that hard to achieve with gmp and increase aoe (from tree or gem or both), but since the removal of shotgunning single target damage is nearly non-existant. essentially this jewel allows for an increase of an effect that is already available from two sources. it would have been cool if the jewel added a point blank effect to fireball instead, the closer the target(s) the more damage it would do to help with single target. burning arrow is impressive because this effect does not exist outside of the jewel itself. a similar design philosophy for all threshold jewels would be awesome. -HeaT youtube.com/heatfury
twitch.tv/heatzgaming |
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Yeah mentioning the actual skill in the description fully prevents unintended use. Using arctic breath and ice spear with rolling flame is not a possibility for example.
I wonder if Hillock-Senpai will notice me when I go to town??
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Well im not sure what to think about this while a very much like the idea of expanding single skills for more depth im not sure that them being part of the passive tree is the way to go.
The examples you have shown us in the preview will with-out doubt be completely mandatory for the skills they are for and unless you are going to add special jewel slots for them to fit into are going to be massively better than any other passive you could take basically making all builds, jewel slot builds which then adds yet another layer in the ever expanding RNG nature of this game. With this there will now be the non jewel build and the full jewel build for whatever skill it is and instead of the jewel build being a choice for the player these new jewels will just be so much better thats it is no longer a choice (and all of this gated behind yet more drops). Its a great idea, but the nicety of balance required to make this work is maybe overwhelming. "Blue warrior shot the food" Last edited by maxor#5545 on Nov 18, 2015, 11:16:02 AM
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any time frame on trade system update?
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I rarely post on these threads...but I'm not very excited by this news. Don't get me wrong, these jewels are an interesting idea...but the Fireball one just left me scratching my head. It feels like you are reversing the shotgun nerf (yeah, I'm still upset about that) which completely ruined my ST CoC Ranger. Even all of the new changes did not restore her to her former glory...and from a technical level (especially regarding the laws of Physics...yes even for a fantasy game we should consider them)...the idea that 3 or 5 fireballs that all strike the same target only strike as one projectile (hence doing the damage of one of them) makes absolutely no sense whatsoever.
Your old system was just fine. Then you changed it (for the worse, IMHO) which I came to accept...and now you want to change some of it back??? Please pardon my bluntness...but WTF? Last edited by SasoriOtoko#1218 on Nov 18, 2015, 11:44:16 AM
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I absolutely LOVE IT!
This is a "near perfect" solution to the problem of Power Creep faced by the early on skill gems. Please Add Threshold Jewels to early skills such as Sweep, Ground Slam, etc. next. I would even say do not add support for lategame powerful skills atm. Thank you GGG SSF since ~OB
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