• And, of course, there's always the boring way it was done in Diablo II: combining three of the same grade of gem for a higher-grade gem of the same type. However, Bashiok came to the rescue, once more stating how impermanent systems are at the moment, how large the online player base will be (not to account for single player, though), and so forth:

    Official Blizzard Quote:



    Yeah, that's about right. I mean keep in mind none of this has been proven through actual testing but the current design is that yeah, it's going to take a lot of lower level gems to reach the very highest high end.

    The gem-to-gem upgrade intent is not to have these huge gaps where you feel like you're lame unless you have level 14 gems in every slot, but as a long term goal for the hardcore min/maxers and PvPers who are going to be playing for a long time and be able to work toward those goals. It's something you can put a little time into just by upgrading the gems you pick up during normal play, so you're constantly able to keep working toward the goal of crating a level 14 gem.

    Also the trading game and millions of people playing for months is going to make them a lot more attainable than they may seem when throwing out numbers like 19,000. :)

    It's possible it may feel crappy or we need to add something to help jump gaps, or, who knows. It's all very unproven at the moment, but we think provides a nice long term goal anyone can work toward just by killing monsters and picking up gems.


    So, there you have it: the conundrum of the gems in a nutshell. What do you think could help alleviate the enormous gaps between lootable and unlootable gems? Is the system fine how it is? Other thoughts?