#Gem system redesign idea

1 messages · Page 1 of 1 (latest)

azure sequoia
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Hey, So after grinding all my gems and playing around with the gem system i find the end result quite odd.

-Flawless gems:
First of all i think the Flawless gems should straight up be removed, because crafting them not only cripples your late-game value, but the cost is so high that even short term when put into a legendary with 100% bonus it does not make sense to do so. They would need to atleast be worth 720 gem points.

-Gem cap:
The gem cap is incredibly clunky, and ill explain why.
You end up using 9 splendid gems, but due to the cap you are now left in a situation where you equip 2x Large gem. With proper essence bonus slots this does result in certain gem path builds being unlocked.
So the end result when having EVERY single item with a essence bonus makes a little bit of sense, but it is aesthetically gruesome to digest, like watching the last season of game of thrones happen to your gem setup.

My suggestion: Limit the maximum of socketed ITEMS to 9. Increase the gem cap to allow for 1 flawless gem in the legendary slot and the rest slots filled with splendid topaz. Tweak the legendary essence value to adjust for changes in total value as needed.

This achieves two things:
Firstly, it makes the end results of crafted gems make more sense. Instead of having this weird frankenstein creation where you slot in two weaker gems to finish the job, the pieces slot in more naturally.
Secondly and more importantly, it lessens the required Essence bonus items needed for true endgame gear by two. This is massive because when you close in on the last 2-3 pieces needed the odds are dramatically lower to actually find the piece you need, so the need to sit on 10-20 arcane mithril for the VERY last slot is not so much needed anymore to reach the best gem builds.
Instead, players can now mess around with different set pieces. Which set you use depends on where you don't have essence slots at first, so we will have more build variations.

south siren
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I disagree the gem cosmetic of needing to look linear in style like all splendids or 1 additional flawless makes no sense.

The only thing that matters is what nodes this enables.

Neither of my 92 gem builds even have 2 large gems they both end with 1 chipped.. which does not matter.

You would have to set the powers to be the sqr root of a number then scale the % and the gem nodes to all be so bland.. like [slots]÷gempower = [whole gem #] to even make this make sense for it.. which doesnt matter cause this wouldn't be balanced looking if you did an odd number of gear items anyway so it only applys to even number of gem items or rather a divisible number to the gem sockets #. Making this whole idea crumble to forcing the build ideas to become vastly more simple and linear.. which I find boring so would most theory crafters

azure sequoia
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If you think node connections is the only thing that matters after reading my post then I think your luxurious amount of free time would be an unfitting standard to model the progression system from.

Having 9 gem items instead 11 with power shifted into the legendary gem slot for example is almost the same thing, you can just tweak the legendary value to enable certain build tresholds, and you would now have all the sets in the game to play around with as well.
In fact, any number on the gem system can just be tweaked to make builds fit a 9-gem number, and having a 4+4+1 gem system allows for a ton of combinations.
You get to use more different gear, and you also reduce the exponential difficulty of completing your maximum gem power through essence gem slotted items.