Thoughts on reworking gems

I was thinking about how the current gem system in the game is really lacking. The importance of gems is very 2D, where you slot a gem for increased dmg after satisfying a condition or use it for resistance against a dmg type. Everything about gems right now is very basic and not really exciting.

My suggestion?

  • Make gems not only give extra damage but as well as a unique buff

NOTE: Though I wanted to give each gem on the armor a different effect, I realized that people would still want the physical resistance or elemental resistance over void or lighting even if their effects are really good, thus it would be great if I got suggestions to combat this problem.

SIDE NOTE: It is obvious my suggestion could use a lot of balancing work but the general idea is to give players a new playstyle to best fit the situation. Some weapons are lacking AOE or even CC, while others have both but could use the extra damage. Some players might need more damage absorption or movement speed, these types of suggestions should make a player think and feel excited using them, instead of just picking the best gem for the current activity (mutators or OPR)

ELEMENTAL GEMS

Ruby (Fire):
Weapon - Adds a fire DoT of x% of the weapons base dmg per second for x seconds
Armor - Redirect x% of dmg back to attackers as fire dmg (Does not proc off DoT) + Fire resistance

Aquamarine (Ice):
Weapon - Attacks against a target deal x% ice damage + applies x% slow for x seconds, 8-second cooldown (cooldown starts after effect has ended or if target dies)
Armor: Reduce the effectiveness of slows applied to you by x% (does not reduce slow duration like Freedom but reduces its x% slowed) + Ice resistance

Topaz (Lighting):
Weapon - Attacks against a target deal x% lightning damage in an area of effect of x meters
Armor - Getting hit below half HP will increase movement speed by x% for x seconds + Lighting resistance (LOL lighting resistance am I right?)

Amethyst (Void):
Weapon - Adds a stack of decay dealing x% of weapon dmg as void per second, stacks up to 3 times
Armor - Getting hit while above 50% HP will increase dmg taken by x% (Example. 10%), and getting hit while below 50% will decrease dmg taken by 1.75x of the x value (Example. 17.5%) + Void resistance

Amber (Nature):
Weapon - Attacks apply x% (Preferably a low value) weapon dmg as nature and applies weaken for the same x amount for x seconds
Armor - Getting hit while below 30% HP will reduce DMG by x% but increase damage absorption by x% + Nature resistance (Anti Healer “DPS” if they ever happen to become a meta)

Sapphire (Arcane):
Weapon - Attacking a target x amount of times will burst to deal x% weapon damage as arcane
Armor - While 100% HP, reduces the first attack by x% (preferably 8 x 3% = 24% should be the max, it shouldn’t go that high as this would be too strong) + Arcane resistance

STANDARD GEMS

Emerald:
Weapon - Deal x% increase weapon dmg to targets with more than 3000 current HP than you
Armor - Being hit by enemies with 100% HP will reduce x% dmg taken once (8-second cooldown) + Thrust resistance

Carnelian:
Weapon - Same effects
Armor - Upon being attacked by 4 or more enemies, gain x% damage reduction + Less threat generation

Moonstone:
Weapon - Deal x% increase weapon dmg to targets with less than 5000 current HP than you
Armor - Being hit while below 50% will reduce x% dmg taken once (8-second cooldown) + Slash resistance

Jasper:
Weapon - Same effect
Armor - Upon being hit 5 times, reduce damage taken by x% for x seconds + Strike resistance

Onyx:
Weapon - Hitting targets above 80% increases dmg by x% but decreases dmg to targets below 30% + healing targets while below 50% HP increases healing by 20%
Armor - Increases physical absorption by 5%, decreases elemental absorption by 2%

Opal:
Weapon - Hitting targets while stamina is not full increases dmg by x% (lower than 15%) + increases stamina regen by x%
Armor - Increases elemental absorption by 5%, decrease elemental absorption by 2%

Diamond:
Weapon - While 100% HP increases dmg and healing by x% (higher than normal, like 20%) but while below 50% HP, reduce healing and dmg by 5%
Armor - Upon hit by a physical dmg type, reduce that specific dmg type by x% for x seconds or until a new dmg type has been received

Malachite:
Weapon - Attacking targets with an active CC debuff will increase dmg by x% (higher than 12%) while being afflicted with a CC debuff, dmg is reduced by 5% (both can apply if you and the target are under CC debuff)
Armor - Upon hit by an elemental dmg type, reduce that specific dmg type by x% for x seconds or until a new dmg type has been received

And that is all for my suggestions on gem reworks, hopefully, the devs are able to think about a solution to the current gem system even if they don’t rework it like what I suggested, but rather give gems a more important role to combat the bland system, anything will do. In the event that they do rework the gems, I pray that the community will do their own testing and provide the right feedback to see which gems are too strong or too weak and in which category, weapons or armor.

No please no more increasing damage in pvp. Enough we should get more damage reduction perks.

The only gem I really think needs reworking is Carnelian and Diamond.

The taunt mechanic and threat should be baked into the tanking mechanics somewhere else to give diversity.

Diamond shoulnd be baked into the focus line and let healers slot a different gem.

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I think gems could be used to amplify a weapons identity.

As an example, Ruby used in a Firestaff let heavy attacks leave a puddle of burning Ground or light attacks having a higher chance to inflict burning.
Onyx used in a hammer deals more stamina damage with light attacks or more physical damage while the enemy stamina bar is depleted.

Something along those lines. But i’m all in for a rework :+1:

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