Part 22 of my posts to try and get D4 improved. I am going to post one-three ideas per day for a month then post a table of contents at the end. Hopefully these can gain some upvotes and dev attention or comment! I was going to just do one post but it would have been way too big. Please upvote and keep it positive guys!!
Gems needs a complete rework. I suggest an alternative build for gems here to make them more enjoyable and defining. Nobody uses gems other than skulls in jewels ever. I do not state numeric values as its too hard to balance myself. I kept some effects of previous gems. New gems added to bring total to 13 gems.
A) Amber - All about resource.
- Weapon - Lucky hit: X% chance to restore X% max resource.
- Armor - X% of your resource is now also resist all.
- Jewelry - X max resource.
B) Amethyst - Now all about damage over time.
- Weapon - X% chance on kill to cast a random damage over time skill of your class.
- Armor - X% Damage reduction from enemies suffering damage over time.
- Jewelry - Your damage over time ticks X% faster.
C) Diamond - Now all about barrier.
- Weapon - X% chance on kill to gain X barrier for X seconds.
- Armor - Barrier Generation (no change)
- Jewelry - X% damage reduction while you have a barrier.
D) Emerald - Now all about thorns.
- Weapon - X% chance for thorns to strike twice.
- Armor - Thorns (No change)
- Jewelry - X% Damage reduction from enemies hit by thorns.
E) Fire Opal - Now all about overpower.
- Weapon - X% chance for overpower to deal double damage.
- Armor - X% life and X% fortify generation. (If ruby is 3% then this could be 2% each)
- Jewelry - Gain X% overpower chance. (would have to be low)
F) Jade - All about lucky hit.
- Weapon - X% chance your lucky hits trigger twice.
- Armor - X% of your lucky hit is also resist all.
- Jewelry - Gain X% lucky hit.
G) Obsidian - All about armor. Would have to keep a close eye on values here to make sure it is balanced as armor is very strong.
- Weapon - X% chance on kill to gain X% armor for X seconds.
- Armor - Gain X armor.
- Jewelry - Gain X armor while crowd controlled.
H) Quartz - All about basic skills.
- Weapon - X% chance on kill to cast a random basic skill of your class.
- Armor - Basic skills generate X% more resource.
- Jewelry - Basic Skill attack speed.
I) Ruby - Now all about life.
- Weapon - Lucky hit: X% chance to restore X% max health.
- Armor - X% Life (No change)
- Jewelry - X Life on kill.
J) Sapphire - Now all about fortify.
- Weapon - X% chance on kill to fortify for X% health
- Armor - Damage reduction while fortified. (No change)
- Jewelry - Fortify generation
K) Skull - Now all about minions.
- Weapon - X% chance on kill to summon Skull minion for X seconds. This minion
deals cold and shadow damage. - Armor - Minions gain X% armor.
- Jewelry - Minons gains X% attack speed.
L) Tiger’s Eye - All about movement speed. Values would have to be low to compete with other gems as movement is awesome!
- Weapon - X% chance on kill to gain X movement speed for 3 seconds.
- Armor - X% movement speed bonus.
- Jewelry - Gain X movement speed on elite kill for 3 seconds.
M) Topaz - Now all about control impairment defense.
- Weapon - X% chance on hit to prevent enemies from using control impairment skills
or attacks for X seconds. - Armor - Damage reduction while control impaired. (No change)
- Jewelry - X% chance to resist being control impaired.
Gem sockets now are meaningful. Each socket has a rarity and associated color for a bonus.
Common (White) - As now (50% chance)
Magic (Blue) - Free to unsocket. (25% chance)
Rare (Yellow) - 10% additonal effect. (15% chance)
Orange (Legendary) - 15% additional effect. (7% chance)
Purple (Mythic) - 25% additioanal effect. (3% chance)
Thanks for reading and as always be happy, polish your gems, and may you be flawless in socketing jewels.