So I've been rattling this idea in my head for awhile now but I think it's time blizzard moved past just jewelry slots for the legendary gems.
Yes we have Gem of Ease but that's one gem out of almost twenty and many of the gems we do have don't see much play. I think it's time we moved past gems that are just for the meta (more dps, more toughness, etc.) We need some adventuring gems, and another slot to do it in so it doesn't screw with builds. The whole having to switch gear/legendary gems is already annoying enough.
My thought was pretty straightforward, using one of the 5 slots that don't come with a socket (shoulders, bracers, gloves, boots, belt) that way you don't have to switch things out and can just keep your utility gem even though it won't have much effect in GR's.
Ramaladni's Gift now has a chance to drop as ancient. the ancient version can add a socket to jewelry or your belt.
The belt slot would use one of 5 new legendary gems that can only go in that socket:
Haedrig's Prize - Used for db farming and getting rid of the need to use Sage's set.
0% chance to drop double death's breaths (+2% per Rank, Rank 25 max. Total: 50% chance)
Rank 25 adds a 1% chance for trash monsters to drop a death's breath (this doesn't seem like much but given how much trash you kill it adds up and might actually be a bit to good.)
Shen's Craft - Used for infernal machine farming and uber organs/hellfire amulets
0% chance for keywardens to drop double infernal machines (+2% per Rank, Rank 25 max. Total: 50% chance)
Rank 25 adds a 25% chance for the uber boss to drop the key to their realm again (refund your key basically)
Myriam's Gift - Used for greater rift key farming
0% chance for rift guardians to drop double greater rift keys (+2% per Rank, Rank 25 max. Total: 50% chance. This is per drop so if the rg drops 1 key 2 may drop, if they drop 2 keys then you could get 3 or 4 depending.)
Rank 25 adds a 50% chance for an extra progress globe to drop while in a Nephalem Rift (wouldn't work in GR's. Makes rifting/farming faster. this would be per elite/champion pack so champions could drop 4 globes and elites could drop 5.)
Kadala's Game - Used for blood shard farming.
Increase blood shard drops by 0% (+2% per Rank, Rank 25 max. Total: 50% bonus.)
Rank 25 adds a 10% chance for elite and champion packs to drop blood shards.(This would obviously be scaled down from what rift guardians drop, probably to around 20-50 per drop.)
Tyrael's Boon - Used for bounty farming.
0% chance for double bounty crafting materials to drop from act caches. (+4% per Rank, Rank 25 max. Total: 100% chance)
Rank 25 adds a 1% chance for trash monsters to drop a bounty crafting material from their act while outside a Nephalem rift. (Same as with Haedrig's Prize, seems low but with the amount of trash you're killing it adds up.)
The concept of having gems that max out at Rank 25 may seem odd but I didn't want these gems to be grindy, I wanted to make something everyone could max out and use without doing a bunch of grinding. Quality of life improving gems so to speak.
TLDR;
Ramaldani's Gift can now be ancient, adds sockets to jewelry or belt
New gems for your belt slot only that max out at Rank 25 and improve db, infernal machine, gr key, blood shard, and bounty farming.
Only if you're trying unnecessarily hard to optimize everything. Granted there are many out there who would do that but this is more going for the concept of "I have a specific thing that I'm trying to farm" and honestly carrying an extra belt or two around to switch out if you want to be optimal while farming isn't that much of a stretch.
The whole point of things like the sage set is a trade off. Losing slots, damage, toughness in order to gain more death's breathe. I like things like this because it leads to more diversity, different gear slots, different builds for a different type of farming route. What your offering doesn't give any extra decision or add any extra depth/diversity it simply says "gonna do bounties, best slot in my bounty gem. Gonna do rifts, best slot in my blood shard gem" etc. Which to me doesn't add anything to the game, just more pointless gear swapping.
The whole point of things like the sage set is a trade off. Losing slots, damage, toughness in order to gain more death's breathe.
There's no trade for this gain, you simply gain a higher chance for things to drop which I feel is quite arbitrary. I mean, there's no decision or choice in that It's just "gonna do bounties, best slot in my bounty gem. Gonna do rifts, best slot in my blood shard gem" etc. Nothing fun or interesting about it.
There doesn't have to be a trade for this gain and the point is in it's simplicity. I get where you're coming from but the whole point is to be a simple no brainer decision of i'm farming db'd put on my db belt, i'm farming bounties, put on my bounty belt. Anything is better than the current state of "no choice."
I like the concept, a slot only for the non dps/toughness legendary gems.
However, if given the choice, I'd rather not implement this idea, and instead use your gem ideas for charm effects. I still think the Talisman was a great idea by Blizzard, as there's a lot of room there to do what you're describing OP, but with less side effects.
Your idea could work, but it will absolutely lead to everyone carrying 4 other belts in their backpack. Running through an area to the bounty location? Put on that DB belt. Found a keywarden on the way? Okay hold on let me put on my IF belt. WAIT don't turn in the bounty, putting on my bounty belt. Okay open up that rift, just a sec putting on my rift belt... ect ect.
You see, if we instead took your gem effect ideas and put them on charms (would have to work out the lvl 25 bonuses you added, maybe make them larger charms), you then would have a system much like the Cube, where yes you'll switch out stuff but you have to do it in town, and you could have a couple charms up at one time.
I don't mean to be a jerk about it though, it's a good starting idea.
I like the concept, a slot only for the non dps/toughness legendary gems.
However, if given the choice, I'd rather not implement this idea, and instead use your gem ideas for charm effects. I still think the Talisman was a great idea by Blizzard, as there's a lot of room there to do what you're describing OP, but with less side effects.
Your idea could work, but it will absolutely lead to everyone carrying 4 other belts in their backpack. Running through an area to the bounty location? Put on that DB belt. Found a keywarden on the way? Okay hold on let me put on my IF belt. WAIT don't turn in the bounty, putting on my bounty belt. Okay open up that rift, just a sec putting on my rift belt... ect ect.
You see, if we instead took your gem effect ideas and put them on charms (would have to work out the lvl 25 bonuses you added, maybe make them larger charms), you then would have a system much like the Cube, where yes you'll switch out stuff but you have to do it in town, and you could have a couple charms up at one time.
I don't mean to be a jerk about it though, it's a good starting idea.
Something like that would work as well, I was just trying to come up with something they could implement without much development time. It's definitely something to expand on. thanks for the input.
great, bt as said, gear switching and you got all bonuses ( and sage+DB gem will be just Overpowered)...
but not doable for Ramaldani's Gift. it will jsut become mandatory as it's already the case for weapons. Just to have more jewellery with automatic socket will solve this issue.
The adventuring gems sound pretty cool, but I have to say NO to slot on a belt. I prefer to move legendary gems AWAY from gear.
Move Legendary Gems over to Kunai's Kube. Make it to where you can gain an extra slot every 15 GRs (So you get your first leg gem at 15, second at 30, third at 45, all 3 of which are easily obtainable, and then you start getting extra slots at 60, 75, 90, ect for much better progression.) This allows for more stat customization for jewelry slots (Rather then 100% requiring a jewelry slot or its trash), frees up stash space, allows for account-wide legendary gems (Making it much easier to keep up several alts, since they all can use the same lvl 60+ Estorics, ect), with the only problem being how Caldessan's Despair would adjust to it (In my opinion, while Caldessan's Despair is nifty, its main usage is early game to help get a character off the ground to farming a bit higher GRifts, with little overall effect at the end-game)
Your adventuring gems are pretty cool, and are pretty much entirely aimed at mat farming. I would add a crafting mats one (Lets say increased chance to get crafting mats, up to 100% from all sources, including salvaging, and at 25, automatically pick up crafting mats, trash drops 50% more crafting mats, and Forgotten Souls have a 1% chance to drop from trash)
But, I really wish for Blizzard to move Legendary Gems over to Kunai's Kube
Legendary Gems over to Kanai's Cube is a very good idea! Clears up stash space, saves time when trying to find your gem on your characters and is a very good quality of life "buff".
Might not call it a "legendary gem" since different mechanics, but that's practically cosmetics. Can probably still have Urshi/GRs handle upgrades.
Don't like linking it to belt gear, don't like linking it to a double-rare ancient gift.
Maybe have it be an unlockable feature, maybe up to three worn at once, maybe leveled simultaneously, maybe source them from parag lv, maybe source them from a task/questchain/setdungeon completed, maybe source them from crafting somehow.
"Them" meaning the multiple sockets, or maybe the gems themselves, or the levelups. The shit that devs basically shuffle around to mix challenge, carrot&stick (we like certain grinds), convenience, simplicity, etc.
Initially I didn't like it. My concern was that adding more leg gems just means you have to pick what stat to give up for the leg gem. But using only one, and having it not be useful for GR makes me much more comfortable with it. In my opinion, DB on trash is way to strong and even double DB should be change to an extra DB. This with the DB set is 2 extra per elite.
I would like to see 2 useful gems per situation with a limit that you can only use one leg adventure gem and it can be used in 1 of 3 spots.
Legendary Gems over to Kanai's Cube is a very good idea! Clears up stash space, saves time when trying to find your gem on your characters and is a very good quality of life "buff".
So I've been rattling this idea in my head for awhile now but I think it's time blizzard moved past just jewelry slots for the legendary gems.
Yes we have Gem of Ease but that's one gem out of almost twenty and many of the gems we do have don't see much play. I think it's time we moved past gems that are just for the meta (more dps, more toughness, etc.) We need some adventuring gems, and another slot to do it in so it doesn't screw with builds. The whole having to switch gear/legendary gems is already annoying enough.
My thought was pretty straightforward, using one of the 5 slots that don't come with a socket (shoulders, bracers, gloves, boots, belt) that way you don't have to switch things out and can just keep your utility gem even though it won't have much effect in GR's.
Ramaladni's Gift now has a chance to drop as ancient. the ancient version can add a socket to jewelry or your belt.
The belt slot would use one of 5 new legendary gems that can only go in that socket:
The concept of having gems that max out at Rank 25 may seem odd but I didn't want these gems to be grindy, I wanted to make something everyone could max out and use without doing a bunch of grinding. Quality of life improving gems so to speak.
TLDR;
I like it, hope they do something like that. Nothing game breaking yet usefull.
Season 6 barbarian solo sc EU grift 85 12m 23.199s MotE build
Only if you're trying unnecessarily hard to optimize everything. Granted there are many out there who would do that but this is more going for the concept of "I have a specific thing that I'm trying to farm" and honestly carrying an extra belt or two around to switch out if you want to be optimal while farming isn't that much of a stretch.
The whole point of things like the sage set is a trade off. Losing slots, damage, toughness in order to gain more death's breathe. I like things like this because it leads to more diversity, different gear slots, different builds for a different type of farming route. What your offering doesn't give any extra decision or add any extra depth/diversity it simply says "gonna do bounties, best slot in my bounty gem. Gonna do rifts, best slot in my blood shard gem" etc. Which to me doesn't add anything to the game, just more pointless gear swapping.
I like the concept, a slot only for the non dps/toughness legendary gems.
However, if given the choice, I'd rather not implement this idea, and instead use your gem ideas for charm effects. I still think the Talisman was a great idea by Blizzard, as there's a lot of room there to do what you're describing OP, but with less side effects.
Your idea could work, but it will absolutely lead to everyone carrying 4 other belts in their backpack. Running through an area to the bounty location? Put on that DB belt. Found a keywarden on the way? Okay hold on let me put on my IF belt. WAIT don't turn in the bounty, putting on my bounty belt. Okay open up that rift, just a sec putting on my rift belt... ect ect.
You see, if we instead took your gem effect ideas and put them on charms (would have to work out the lvl 25 bonuses you added, maybe make them larger charms), you then would have a system much like the Cube, where yes you'll switch out stuff but you have to do it in town, and you could have a couple charms up at one time.
I don't mean to be a jerk about it though, it's a good starting idea.
great, bt as said, gear switching and you got all bonuses ( and sage+DB gem will be just Overpowered)...
but not doable for Ramaldani's Gift. it will jsut become mandatory as it's already the case for weapons. Just to have more jewellery with automatic socket will solve this issue.
The adventuring gems sound pretty cool, but I have to say NO to slot on a belt. I prefer to move legendary gems AWAY from gear.
Move Legendary Gems over to Kunai's Kube. Make it to where you can gain an extra slot every 15 GRs (So you get your first leg gem at 15, second at 30, third at 45, all 3 of which are easily obtainable, and then you start getting extra slots at 60, 75, 90, ect for much better progression.) This allows for more stat customization for jewelry slots (Rather then 100% requiring a jewelry slot or its trash), frees up stash space, allows for account-wide legendary gems (Making it much easier to keep up several alts, since they all can use the same lvl 60+ Estorics, ect), with the only problem being how Caldessan's Despair would adjust to it (In my opinion, while Caldessan's Despair is nifty, its main usage is early game to help get a character off the ground to farming a bit higher GRifts, with little overall effect at the end-game)
Your adventuring gems are pretty cool, and are pretty much entirely aimed at mat farming. I would add a crafting mats one (Lets say increased chance to get crafting mats, up to 100% from all sources, including salvaging, and at 25, automatically pick up crafting mats, trash drops 50% more crafting mats, and Forgotten Souls have a 1% chance to drop from trash)
But, I really wish for Blizzard to move Legendary Gems over to Kunai's Kube
Legendary Gems over to Kanai's Cube is a very good idea! Clears up stash space, saves time when trying to find your gem on your characters and is a very good quality of life "buff".
I like the idea. Thanks for sharing it.
Might not call it a "legendary gem" since different mechanics, but that's practically cosmetics. Can probably still have Urshi/GRs handle upgrades.
Don't like linking it to belt gear, don't like linking it to a double-rare ancient gift.
Maybe have it be an unlockable feature, maybe up to three worn at once, maybe leveled simultaneously, maybe source them from parag lv, maybe source them from a task/questchain/setdungeon completed, maybe source them from crafting somehow.
"Them" meaning the multiple sockets, or maybe the gems themselves, or the levelups. The shit that devs basically shuffle around to mix challenge, carrot&stick (we like certain grinds), convenience, simplicity, etc.
Initially I didn't like it. My concern was that adding more leg gems just means you have to pick what stat to give up for the leg gem. But using only one, and having it not be useful for GR makes me much more comfortable with it. In my opinion, DB on trash is way to strong and even double DB should be change to an extra DB. This with the DB set is 2 extra per elite.
I would like to see 2 useful gems per situation with a limit that you can only use one leg adventure gem and it can be used in 1 of 3 spots.
8/10, would read again.
Just wanted to jump back in here and let everyone know I took your feedback and started a new thread up building off everyone's comments and suggestions. New thread can be found here: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/161076-suggestion-improvements-to-adventure-mode