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Have it reduce monster total HP by a seriously small fraction. We're talking with supression skill at 120+ and supergemming you might only ever get 0.001% total HP. Difference is it takes away from max HP. So their actual max hp number goes down. You have a gem in a trap where endurance runners have used multi-thousand specs and upgrades, and the end result is negligible HP damage, but shaves off 0.003-6% of their max HP. It essentially works like a small WoE. Such a gem with red, black, and in a trap could then hit thousands of monsters at once.
This would not have a long term effect on endurance runs beyond maybe softening the HP curve, and possibly making a few fields worth playing with a level or two of hatred.
An idea for poison gems is to cut their damage but have the poison effect increase the effect of gem specials on those monsters. So your suppression/armor tearing/mana/chain/slow hit works better.
So sounds like you can make them kinda useful without them being overpowered (if you ignore the lag of having many of them)? Sure until monsters start getting banished and start looping. If they don't have manaburn and your percentual damage gems are strong enough to really make a difference you will wear them over as long as they lower the max hp more than corrupted banishment raises it. Which they do if they lower it by more than 55% per round. But if you can't even half their hp by placing as many as possible of them then they aren't much use. Double damage doesn't buy you more than a handful of waves during endurance.
And then hardcore players would give enemies without manaburn deliberatedly huge amounts of hp so that they can loop and you thus have more monsters for your farm even if every frame takes a minute…
Though I might be missing something
So it would work like a poison that lasts forever and only gets better each hit the monster took.
Too bad it was scraped, it could be a great alternative late game *poison* effect wen green gems falls of.
He could take note on change / suggestion for next Gemcraft game tho.
The solution would be obviously to nerf the Crit Hit (and monster HPs) to not be so ridiculously OP and have better balance. You would immediately see that the design of suppressing is good.
But I guess Peter won't spend more months with further balancings (or you can call those 'nerfs'), because then everyone would be angry as we have seen it several times.
Or, make poison and cold gems have a tiny percentage to cast curse and freeze, respectively, with suppressing casting WoE. This would make poison marginally useful again for higher Wizard levels. The extra casting abilities should be unlocked as you go past a certain skill level (like 30), OR won by opening tome chambers on higher difficulties.
It's definitely not something we'd see in this installment, though... but one can hope for the future!
Push back? It would push monster back slightly on hit.
Banishment chance? E.g.: 40% to banish monster on hit. Would work like that scythe gate.
Crazy idea! Replace suppressing gem with corruption gem that would make monsters stronger on hit. Like dropping gem bombs on stones but automatic?