Ohh sorry, I didn't see where he was assuming the box-color-theme indicates damage type. I would not assume that to be true... Though I suppose I don't know either.
I'm 99.9% sure that if you use a skill, it does the damage type of that skill. It doesn't matter what type of damage your weapon does unless you're using the basic attack, which you're not.
I have to disagree, sure they buffed healing and dex, but that's because they HAD TO! Look at healing... All your healing bonus is from a random chance that a health globe drops and that you reach that health globe in time. So they're just switching that focus, and making life on hit and life regen more prevalent by upping their values. same with DEx, it isn't really useful at all as of now, res all and armor are way more useful, so they're switching how it works so that you can actually stack dex + your desired stats, instead of requiring life armor and all res. And bagstone please come on. You seriously mean to tell me that this dev team isn't power hungry. Look at more than half of the affixes that are on legendary items. Theyt're retardedly damage heavy. SoH? BoP? TF? TMF? RoRG? They all lead to straight up damage boosts. That isn't to say there won't be nice build changers, like SS and Magistr8, but they're not exactly abundant, and they are far outclassed by the damage boosting ones, which makes them near useless and completely inferior. Which in turns degrades how i preform on higher difficulties. I Know these "Legendary gems" will for the most part be okay and the rest are going to be op power gems that just boost your damage insanely, whether its you can proc mortar shots for 500% damage, or you throw hammers of justice at nearby enemies, the point is they increase your damage output considerably and I am losing faith in the dev team that they can understand how to change mechanics and not just add damage to the game.
RoRG is a straight damage boost? That's ridonkulous.
My RoRG gives me the following:
20% life from Asheara's (3),15% DMG and DEFENSE from elites from Aughild's (3),COTH lasts until they die from Immortal King's (3) - Which really translates to 50% reduced damage and a decent chunk of damage, but the defense FAR outvalues the damage for me.
So in all, from the RoRG bonus I'm getting 20% life, 15% defense vs elites, and 50% damage from everything as defense. I'm getting 15% damage to elites, and some moderate pet damage as offense.
I'm sure some people lean more towards damage bonuses from sets but there's not all that much straight damage from set bonuses out there.
the problem is that the gem system is boring and simplistic. There will always be a best gem for each spot.
Yea... if there weren't legendary gems coming out that will likely add uniqueness and build modification... This whole thread is about an improvement to the gem system. WTF is your point except for "I'm a Negative Nancy that doesn't think about things"?
We're not using sockets on rings/amulets currently because they are too valuable to throw 280 primary stat in. But if they give us more powerful gems that justify the tradeoff we make to have a socket in jewelery............ then maybe that works for some specs. Maybe it works for all specs. It doesn't matter. What matters is that because of the stats we're taking off the jewelery are much more potent than the stats we're taking off our chests/legs the stuff we socket into the jewelery has to be much more potent than the stuff we socket into our chests/legs.
And in reality, that socket/mainslot on a ring or amulet would be more valuable than a socket on a chest/legs, even if you could only roll one socket on them. The alternative stats just aren't as in demand. Nobody would flinch to give up 100 ResAll for a totally sick legendary gem. However, losing 10% crit or 100% CHD or 20% ele damage or 750 STR might make you think about it.
People can't help but complain about nice new things.
I agree with the design philosophy of keeping them limited to jewelry. It makes sense. Seems some people just can't give anything up unless it's negligible (like a chest socket)
Thing is that Rings and amulets are the 2 most diverse slots in the game ATM. and making those slot have a must have mandatory affix slot is just stupid and Main stat is already semi mandotory. that only leaves 2 slots and in the current stat weights it will always be CC and CHD. (but one can always hope they do something about that ) making Min-max D + AS% or CRC + AS% or CDR + AD% be viable as option. and hopefully the new legendary gems is going to make CDR, AS, Min-Max, AD% and CRC more attractive. Going away from the CC/CHD plague that have plaguedthe game for more then 2 years.
But as my previous post id rather see legendary gems in weapons and Off-hands rather then Jewelery.
I don't know how jewelry is diverse. Here is what I MUST have on a ring or jewelry - CC, CHD, Main stat. Then I can choose between Ele damage, attack speed, or DMG. There is 0 diversity, those stats are: Damage, damage, damage + surv, damage, damage.
A find the helm and shoulders to be more diverse than rings/gloves/bracers/etc.. because your standard choice isn't "some form of Damage+surv, damage, damage, damage".
People can't help but complain about nice new things.
I agree with the design philosophy of keeping them limited to jewelry. It makes sense. Seems some people just can't give anything up unless it's negligible (like a chest socket)
Im pretty sure blizz wont make it like, You start a rift, 5 mins later ur friend logs online but he cant join you cause he wasnt there at start. Im guessing whoever wants to join the rift will pay a keystone.. But with this in mind about Rif, whats the runner's motivation to invite people now? Some ppl will still do it out of kindness, considering it doesnt cost the runner anything, but im guessing most will choose to save time and not invite or clear the whole rift.
That would be a good fix. Remove the incentive and you remove the majority of the community. I certainly won't be inviting leeches to leech for leeching's sake.
Awesome post. That didn't take you very long. I really like the data that comes out of this. I'd touch up the grammar if you intend to have it posted anywhere, but it was a good idea executed well.
I didn't see a mention of Rift Keys gained.. that might be useful to post as well.
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My RoRG gives me the following:
20% life from Asheara's (3),15% DMG and DEFENSE from elites from Aughild's (3),COTH lasts until they die from Immortal King's (3) - Which really translates to 50% reduced damage and a decent chunk of damage, but the defense FAR outvalues the damage for me.
So in all, from the RoRG bonus I'm getting 20% life, 15% defense vs elites, and 50% damage from everything as defense. I'm getting 15% damage to elites, and some moderate pet damage as offense.
I'm sure some people lean more towards damage bonuses from sets but there's not all that much straight damage from set bonuses out there.
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A find the helm and shoulders to be more diverse than rings/gloves/bracers/etc.. because your standard choice isn't "some form of Damage+surv, damage, damage, damage".
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I agree with the design philosophy of keeping them limited to jewelry. It makes sense. Seems some people just can't give anything up unless it's negligible (like a chest socket)
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I didn't see a mention of Rift Keys gained.. that might be useful to post as well.