Item Development - Threshold Jewels
what about double strike and dual strike? it feels that these skills are left "out dated"
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I rely like the new skills and Talisman stuff for next league. But this...
On first read I just shrugged and thought "hm.. ok, why not, sounds cool" but then the actual effect seemed pretty lame (especially spectral throw) regarding the cost of JEWEL SLOT (dmg + def + utility) and the additional cost of extra, otherwise unoptimal skillpoints, (of which one already never has enough), thus probably sacrificing EVEN MORE damage/defensives. But yeah, maybe the new Skilltree has an almost auto 50stats within medium range around jewels, but still, to me it was an instant : "maybe some people will be happy about this and enjoy it and i wish them good, but I'l just stay with a skill that is already good by itself" Then I read through the comments and I see a lot of others have even more concerns and I share those. " " Also think about, that it takes a few levels until one gets to a jewel slot and quite some levels to even reach 2-3 (Or are the jewels that can only be used whith a special skill desigend to be only used by scions ?). Then one needs to get the jewels. Since when starting, you probably woun't have these options yet so there is no motivation to keep on leveling with the gem (cause they are inferior ) and once u got used to the better skill while leveling, why should one switch back to the bad one to use with some no-life/es jewels which make the gem a little less bad. Just rework the skills please, make them good/interesting/viable. Make Tresholdjewels work with general mechanics. This would be much more POE, alot of variables to think and build around with, just like support gems. If you want tot stick to effecting only 1 skill, then don't just give them a small buff for the highcost, but rather give it a whole new twist. The gem needs to be goo without the jewel, and with it it becomes more like a new skill, on which in best case you even build around a little else then the original version. ign: UpForJava Last edited by Upforsale#7464 on Nov 20, 2015, 6:40:23 AM
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I also feel these jewels are not good for overall design of the game.
1. We are wasting one jewel socket in tree just to make inferior skill work, that could be used for many other useful stats. 2. The game is all about using different skills together and create nice build, now these jewels bring static nature to the game casuse they are skill specific. 3. If in case one jewel that is making inferior skill better applies to stronger skill then that skill will be balanced. Which forces players to waste jewel socket just to play stronger skill. Overall I don't feel this is a good addition to game, it would be better if we add these properties as implicits to the inferior skill as they gain levels. Last edited by Tereng#1784 on Nov 20, 2015, 4:27:55 PM
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" Skill specialisation is extremely essential to an ARPG. Just about every phys melee build in existence is better with cyclone than the skill they actually use. Just about every melee build is better with an AOE skill than it is with a single target skill. Just about every ranged build is better with an AOE or prolif skill than it is with single target. These facts are fine, until you end up with the impossibly difficult task of balancing each and every skill to have identical clear speed for the thing they were designed for (mobs vs bosses). You end up with spells or skills that are just flat out better than the others. The instant you try to correct for this without explicit specialisation, you either end up with something that is still worse, or becomes the new BIS for just about every build with that kind of setup. Specialisation means that what is best for each build is not going to be the same skill every time. It means you're not going to build a chaos-based viper striker with some phys bonus and end up with Poison Arrow simply outclassing you. It means you aren't going to build an aoe phys converstion skill build and having cyclone simply outclassing you. It means you aren't going to build a spark or lightning trapper build (with some spark-specific things like proj speed or pierce/fork) and then having something like arc or ball lightning simply outclass it. Every time you make a build specifically geared towards one skill, only to have another be better at single target, mob and survivability - the game has failed to let you specialise. Untie your panties and actually look at what happens in the game, and how skill specific abilities are going to fix it. They require investment. Like all skills should. Unique investment that sets your character using similar skills, like glacial cascade and ice nova, apart from one another. Build-enabler uniques are great, and have worked well. And so will build specific jewels or skill-enablers. Last edited by ihasmario#4211 on Nov 21, 2015, 12:20:07 AM
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personally i think if you are going to try to make jewels that effect only one skill rather then trying to fix older skills they should be used on skills people use alot or are almost good enough to be used and rather then just a buff make them change how the skill works so you could have a new playstyle option like
: changing the movement pattern of the skill adding a curse like effect or some other factor to the skill so that it effects enemies differently or some effect you wouldnt see somewhere else like a chamr ability on something to sometimes turn enemies against each other or maby some form of skill charging (not sure about this just trying to thing of different options) |
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I will post this here also since it's a musing on this subject.
Spoiler
" Hope you enjoyed reading. I believe this direction would more aptly encompass the therm "threshold" and be much easier to balance. Since it offers a more direct, yet limited progression relative to content and personal investment.(1 jewel vs 2 jewel progression) Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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i am hoping fireball is usefull again ever since the shotgun nerf fireball is not really good. hopefully we see some love
rawrawr
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" They're already limited to 3 because of stat nodes requirement Nothing here
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" awesome idea Boem rawrawr
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