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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.
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.
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.
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.
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.
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.