Some legendary gems really need to be redesigned and so I had some ideas on how to make some of them fitting their theme better and also created a few new ones.
Invigorating Gemstone (the healing gem)
Increases all sources of healing by x% + y% per level
Lvl 25: while being below x% maximum life, you take x% less damage
Molten Wildebeest Gizzard (the maximum life gem)
Increases your maximum life by x% + y% per level
Lvl 25: Upon receiving fatal damage, you heal to 50% life – effect can only occur all 120 seconds
New Gem (the movement speed gem)
Increases your movement speed by x% + y% per level (not influenced by movement
speed cap)
Lvl 25: you can move unhindered through enemies
New Gem (the gem against incoming ranged damage)
Reduce damage taken from ranged attacks by x% + y% per level
Lvl 25: get a permanent Time Bubble around you that travels with you and slows projectiles by x%
New Gem (the defensive gem)
Increases armor and resistances by x% + y% per level
Lvl 25: you can no longer be crowd controlled
New Gem (the AoE gem)
Adds x% + y% area damage per level
Lvl 25: increases area damage radius to x yards
New Gem (the fire gem)
Fire damage cause the target to take x% + y% per level of the skills damage over 3 seconds - stacks
Lvl 25: you gain a fire aura around yourself that damages enemies in an x yards radius with fire
Iceblink (the frost gem)
Increases frost damage by x% + y% per point ????
Lvl 25: frost skills slow enemies by an additional x%
Gem of Efficacous Poison (the poison gem)
Dealing poison damage to an enemy also causes it to take x% + y% per level poison damage over 10 seconds – does not stack
Lvl 25: poisoned enemies deal 10% less damage and take 10% more damage
New Gem (the lightning gem)
Increases critical hit damage of lightning skills by x% + y% per point
Lvl 25: critical hits of lightning skills have a x% chance to stun the target for 1 second
========
And here are some of the more controversial ideas that I had (I know that they are controversial, that is why I'm putting them at the end)
Bane of the Trapped (the CC gem)
Increaes the efficiency/duration of your CC's by x% + y% per level
Lvl 25: Increases damage against enemies under the effect of a CC by x%
Pain Enhancer (the physical gem)
Critical hits of physical damage apply a bleed that deals x% +y% weapon damage over x seconds
Lvl 25: every bleeding enemy within x yards increses your attack speed – stacks x times / bleeding elites give max stacks
Nice ideas, but I don't like the elemental ones. If you want attack speed (increses your attack speed – stacks x times / bleeding elites give max stacks) you'll need a physical rune on your skill but maybe the physical rune is shit :x
Hey clueso, nice to see you on DFans. I agree with the anti-elemental standpoint, which a number of players/posters have taken (across both forums). In theory, it would be nice to have gems relating to each elemental damage type; unfortunately, the runes are simply not balanced well enough at this time to make them an attractive option. Take the case of cold EP for example; there would be no reason to build around any other element. The same could have been said for ET - Raging Storm pre-nerf.
To make this concept work properly, each element would need to serve a specific function, with each elemental gem boosting said function across the board. The foundation simply does not exist at the moment, which makes the prospect seem unappealing.
Nice ideas, but I don't like the elemental ones. If you want attack speed (increses your attack speed – stacks x times / bleeding elites give max stacks) you'll need a physical rune on your skill but maybe the physical rune is shit :x
Well, you have a point. But there simply can be added new gems that are focused on attack speed. For example something like this
New gem (focued on attack speed)
Gain x% + y% attack speed per level
Lvl 25: reduce all cooldowns by x%
Some legendary gems really need to be redesigned and so I had some ideas on how to make some of them fitting their theme better and also created a few new ones.
Invigorating Gemstone (the healing gem)
Increases all sources of healing by x% + y% per level
Lvl 25: while being below x% maximum life, you take x% less damage
Molten Wildebeest Gizzard (the maximum life gem)
Increases your maximum life by x% + y% per level
Lvl 25: Upon receiving fatal damage, you heal to 50% life – effect can only occur all 120 seconds
New Gem (the movement speed gem)
Increases your movement speed by x% + y% per level (not influenced by movement
speed cap)
Lvl 25: you can move unhindered through enemies
New Gem (the gem against incoming ranged damage)
Reduce damage taken from ranged attacks by x% + y% per level
Lvl 25: get a permanent Time Bubble around you that travels with you and slows projectiles by x%
New Gem (the defensive gem)
Increases armor and resistances by x% + y% per level
Lvl 25: you can no longer be crowd controlled
New Gem (the AoE gem)
Adds x% + y% area damage per level
Lvl 25: increases area damage radius to x yards
New Gem (the fire gem)
Fire damage cause the target to take x% + y% per level of the skills damage over 3 seconds - stacks
Lvl 25: you gain a fire aura around yourself that damages enemies in an x yards radius with fire
Iceblink (the frost gem)
Increases frost damage by x% + y% per point ????
Lvl 25: frost skills slow enemies by an additional x%
Gem of Efficacous Poison (the poison gem)
Dealing poison damage to an enemy also causes it to take x% + y% per level poison damage over 10 seconds – does not stack
Lvl 25: poisoned enemies deal 10% less damage and take 10% more damage
New Gem (the lightning gem)
Increases critical hit damage of lightning skills by x% + y% per point
Lvl 25: critical hits of lightning skills have a x% chance to stun the target for 1 second
========
And here are some of the more controversial ideas that I had (I know that they are controversial, that is why I'm putting them at the end)
Bane of the Trapped (the CC gem)
Increaes the efficiency/duration of your CC's by x% + y% per level
Lvl 25: Increases damage against enemies under the effect of a CC by x%
Pain Enhancer (the physical gem)
Critical hits of physical damage apply a bleed that deals x% +y% weapon damage over x seconds
Lvl 25: every bleeding enemy within x yards increses your attack speed – stacks x times / bleeding elites give max stacks
Nice ideas, but I don't like the elemental ones. If you want attack speed (increses your attack speed – stacks x times / bleeding elites give max stacks) you'll need a physical rune on your skill but maybe the physical rune is shit :x
Hey clueso, nice to see you on DFans. I agree with the anti-elemental standpoint, which a number of players/posters have taken (across both forums). In theory, it would be nice to have gems relating to each elemental damage type; unfortunately, the runes are simply not balanced well enough at this time to make them an attractive option. Take the case of cold EP for example; there would be no reason to build around any other element. The same could have been said for ET - Raging Storm pre-nerf.
To make this concept work properly, each element would need to serve a specific function, with each elemental gem boosting said function across the board. The foundation simply does not exist at the moment, which makes the prospect seem unappealing.
Well, you have a point. But there simply can be added new gems that are focused on attack speed. For example something like this
New gem (focued on attack speed)
Gain x% + y% attack speed per level
Lvl 25: reduce all cooldowns by x%
...or something like this
Thanks for the welcome! Yeah, I also posted this on the official forums. Who are you on battle.net if I may ask?