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  Click here to go to the first Dev post in this thread.   Thread: New Feature - New Jewels & Jewel Elixirs

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    Lightbulb New Feature - New Jewels & Jewel Elixirs

    Hi i will suggest you with a new jewels and also elixirs

    As far we have already the known jewels and elixirs that grants armor, damage, increasing different stats like dexterity, strength and intelligence etc.
    They also have their appropriate elixirs to drop and looted by monsters, diamond elixir, finesse elixir and others.
    Might as well be stacking and cumulative.

    What we really need if we don't want to focus on these stats are some other more beneficial jewels and elixirs i write bellow:

    Leprechaun jewel elixir - make monsters drop leprechaun jewels
    Leprechaun jewels:
    Cracked leprechaun jewel - 1% luck (stacking and cumulative)
    Damaged leprechaun jewel - 2% luck
    Weak leprechaun jewel - 3% luck
    And continue ...

    Gold jewel elixir - make monsters drop golden jewels
    Golden jewels:
    Cracked golden jewel - 1% gold loot (stacking)
    Damaged golden jewel - 2% gold loot
    Weak golden jewel - 3% gold loot
    And continue ...

    Zephyr jewel elixir - make monsters drop zephyr jewels
    Zephyr jewels:
    Cracked zephyr jewel - 1% movement speed (stacking)
    Damaged zephyr jewel - 2% movement speed
    Weak zephyr jewel - 3% movement speed

    Emerald jewel elixir - make monsters drop emerald jewels
    Emerald jewels will give cumulative dodge and stats like above mentioned

    Sapphire jewel elixir - make monsters drop sapphire jewels
    Sapphire jewels will give attack speed allowing us to use faster clicks in basic attacks faster

    Amethyst jewel elixir - monsters drop their appropriate jewels (amethyst)
    Amethyst jewels will give faster recharge rate of charging attacks reducing the charged cool down of charging button

    Ruby jewel elixir - monsters drop ruby jewels
    Ruby jewels will give armor penetration - reducing the armour stats of monsters and bosses

    And some others jewels that will give us stats like focused loot, xp, haste and others, i think that way will be better and more focused the system giving every player a unique build and exotic possibilities, some other awakening abilities might need rebalance if this implemented in the game.

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    I don't think we need more gold loot. More gl with jewels just means rich players who can afford these jewels will be able to farm even more gold, than other people.
    Not sure if we really need atk speed or charging speed, when both are affected by haste and 50%+ is easily reachable.
    Also what we need armor penetration for, when kraken and sb weapons can reduce armor by 75%?

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    Most of these ideas seeem intended to support low level/ weaker players, with disregard of how broken it could be for richer players.
    Yes gl jewels could help low level players farm gold, but 1. It would help rich players farm even more gold( and you better believe they will use a full 24 gl jewel set) and 2. With everyone having access to those jewels, it would just increase the inflation.

    How would newbies understand what jewels to choose, when they have to choose between lightning, chaos, primary stat, atk speed, charge time and armor pen jewels when trying to improve dmg? The problem is that your ideas for stat jewels would have to replace primary stat jewels and wouldn't be an additional buff. That's why they simply wouldn't increase overall dps for low stat players. At the same time it would allow players with high enough stats to be more broken. Just imagine Nepta, hyperos or even rusk/force sword and gun with even higher attack speed.

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    Nice idea but these jewels are too op will probably be a very rare drop if they do consider this posy

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    Quote Originally Posted by MarianaFox View Post
    That's what i said players who are richer it's their choice to select those jewels as well after all that's why gold bars implemented but weaker players don't have that ability except either buy gold loot sets or have pets with the same ability, specific jewels will give us more possibilities and choices.

    Every player (newbie or not) can understand what jewels to pick as they will written at the details of those jewels, those jewels doesn't replace instead add extra choices to us, every player would have a personal choice to pick from different jewels and will also have the ability to grind those jewels with the appropriate elixirs.
    What I meant by replace is a player would have to choose one of your jewels instead of a primary stat jewel, thus sacrificing damage on top of whatever the stat provides(hp, crit/dodge chance, mana).
    May I ask u in what cases the new jewels would be a more helpful choice, than the existing 3 stat jewels?

  8.   This is the last Dev post in this thread.   #6
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    We do have plans to increase the stat types available in jewels.

    -ALS

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