GemCraft - Frostborn Wrath

GemCraft - Frostborn Wrath

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Burbujilimo Jan 23, 2020 @ 2:53pm
New red gem type kinda pointless?
Am I the only one feeling like this? If I wanted damage I could already go purple+yellow.
If atleast they gave some bonus to specials we could have something to fuse with oranges but as it is I'm actually not seeing the point.

I understand why it got the chain hit effect removed, and I'm totally ok with that but... Idk, just wanna hear other peoples opinions about this.
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Showing 1-15 of 21 comments
Azzy Jan 23, 2020 @ 2:55pm 
The point of them is to increase damage done by your other gems. a 50% increase to that yellow/purple gem you mentioned sounds pretty nice to me....
Burbujilimo Jan 23, 2020 @ 3:00pm 
Yes I know that, what I was trying to say is that it feels kind of redundant, if I want 50% more dmg then I will put skill points in my resonance or crit skills and that way I get the same result than using reds right?
Confuzz Jan 23, 2020 @ 3:12pm 
After a point though it becomes much more cost effective to add another multiplier to your damage instead of cranking an existing one.
Azzy Jan 23, 2020 @ 3:19pm 
You...can do both...put your points in whatever you want, crit or resonance or true colours etc. Even with just 5 points in bleeding skill from my talisman, a grade 9 unamplified red gem in a tower gives 49.2% extra damage. Stick beam on it, target random. Or put it in a lantern, with zero skills in lantern it'll apply that 49.2% to 6 targets at once. Make multiple lanterns and debuff a row before they get to your killtower. For ZERO skill points.

Now lets say you did put points into your resonance etc and got 50% extra from that. Say a tower did 1000 damage. Now it does 1500. If a target is bleeding with 49.2%, 2238.
fractalgem Jan 23, 2020 @ 3:53pm 
The red gem skill isn't terribly useful, but *having* a red gem on the field can be useful. Early game it's just much more reliable than yellow, mid-late game it becomes not so useful for a while because yellow tends to outshine it, but late/end game it becomes useful again because you can set up a few now-cheap red traps or lanterns to make monsters more vulnerable to your dps gems.
Burbujilimo Jan 23, 2020 @ 3:53pm 
Ye fair enough... I guess another source of damage on top of the already existing is ok.

Maybe its that I just feel nostalgic for the effect that the old gem types had on me. When I knew they were gone (yes I know they are not really gone but stil) some hype for what the new gem type would be started growing on me and... then I saw it was only another straight dmg buff to add to the many already existing and it felt kinda bland... to me, ofc. This is just my opinion, I still like most of the improvements and love the game overall.
Confuzz Jan 23, 2020 @ 4:00pm 
Originally posted by Burbujilimo:
Ye fair enough... I guess another source of damage on top of the already existing is ok.

Maybe its that I just feel nostalgic for the effect that the old gem types had on me. When I knew they were gone (yes I know they are not really gone but stil) some hype for what the new gem type would be started growing on me and... then I saw it was only another straight dmg buff to add to the many already existing and it felt kinda bland... to me, ofc. This is just my opinion, I still like most of the improvements and love the game overall.

I get this. Everyone misses chain-hit. Hot take here but I think fewer gems was the way to go. With pure, doubles, and triples being the main focus for the series and with nine gems as the standard (Am I remembering that right? Did one game have eight?), some types were inevitably left out in the cold. There exist colors that are still more useful than their peers, but the gap is much shorter here in FW than previous titles.
feliscon Jan 23, 2020 @ 4:05pm 
Originally posted by Baboon of Negativity:
Originally posted by Burbujilimo:
Ye fair enough... I guess another source of damage on top of the already existing is ok.

Maybe its that I just feel nostalgic for the effect that the old gem types had on me. When I knew they were gone (yes I know they are not really gone but stil) some hype for what the new gem type would be started growing on me and... then I saw it was only another straight dmg buff to add to the many already existing and it felt kinda bland... to me, ofc. This is just my opinion, I still like most of the improvements and love the game overall.

I get this. Everyone misses chain-hit. Hot take here but I think fewer gems was the way to go. With pure, doubles, and triples being the main focus for the series and with nine gems as the standard (Am I remembering that right? Did one game have eight?), some types were inevitably left out in the cold. There exist colors that are still more useful than their peers, but the gap is much shorter here in FW than previous titles.

Labyrinth has 8 gem types.
Nimris Jan 23, 2020 @ 4:09pm 
early-mid game this gem is fine i guess, like mentioned above, 50% dmg is still 50% more dmg and can decide between win or lose

even lvl 1 gem is 15%, what might not seem like much but it adds up.

problem with red gem is its endgame use, you still have to use it as this bonus dmg gets bigger and bigger so you cant ignore it, but corresponding bleeding skill only makes debuff longer, not stronger....
as a result you have dmg going into bilions, crit multiplier being in hundreds of thousands and bleed is x50 (x50 = +4900%) that you can not get higher except for leveling up gem.

every gem skill is worth putting some or many points except for bleeding skill right now.
i think that giving bleeding skill special treatment could solve this issue, that is making red gem's special scale both duration and dmg multiplier with increased bleeding skill level, but at reduced rate compared to other gems.
passion_london Jan 23, 2020 @ 7:26pm 
hi its me.. the guy who asks stupid questions.

why not go for 3 gem combo. red, yellow and purple for dmg and red blue and orange or red and oraange and purple for mana?

i am thinking the recon skill will help.
Azzy Jan 23, 2020 @ 7:41pm 
Originally posted by passion_london:
hi its me.. the guy who asks stupid questions.

why not go for 3 gem combo. red, yellow and purple for dmg and red blue and orange or red and oraange and purple for mana?

i am thinking the recon skill will help.

Triple gems have their specials reduced to 40% effectiveness, while not getting any more damage than a dual gem.

Personally I don't even dual gem anymore, I like to have pure orange for farm, and pure yellow for damage, to keep the special high.
Mimoslav Jan 23, 2020 @ 8:04pm 
Originally posted by fractalgem:
Early game it's just much more reliable than yellow
Early game green is more reliable than red.
Originally posted by fractalgem:
but late/end game it becomes useful again because you can set up a few now-cheap red traps or lanterns to make monsters more vulnerable to your dps gems.
Or you can add more yellow gems to increase dps.
Azzy Jan 23, 2020 @ 9:04pm 
Originally posted by Dekk:
Originally posted by fractalgem:
Early game it's just much more reliable than yellow
Early game green is more reliable than red.
Originally posted by fractalgem:
but late/end game it becomes useful again because you can set up a few now-cheap red traps or lanterns to make monsters more vulnerable to your dps gems.
Or you can add more yellow gems to increase dps.

Orrr, you can add more yellow and a few low grade red and boost it even more! A grade 15 that amplifies your damage by 200% is a LOOOT better than duplicating a yellow of much higher value. After that, THEN get more yellow. That initial few red gems are such a better investment of mana. No skills necessary either to get some use out of it.
Confuzz Jan 23, 2020 @ 9:15pm 
Originally posted by passion_london:
hi its me.. the guy who asks stupid questions.

why not go for 3 gem combo. red, yellow and purple for dmg and red blue and orange or red and oraange and purple for mana?

i am thinking the recon skill will help.

The manner in which they were asked and the expectation of us as a community needed work, but please know there is no such thing as a stupid question. Sincerely glad you're still here and asking.

In a previous title - either Labyrinth or CS, I can't remember which - triple gems had an additional %damage buff on top of the normal 20% for duals. Splitting your specials three ways made sense back then because of the damage compensation, now it's pretty much just a bad idea.

It'd be cool if that option was brought back, honestly.
Rayquaza608 Jan 23, 2020 @ 11:37pm 
My understanding is that if your goal with red was to multiply damage you would leave it pure, don't put it in your killgem, I would either put it in a lantern or set up a few fast firing traps, you want to keep all red gems you use at the same grade because the most recent application just rewrites the old one, meaning popping a weakened red buff into your killgem would decrease your DPS as you would drop the damage increase from any pure reds on the map.
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Date Posted: Jan 23, 2020 @ 2:53pm
Posts: 21