Jewel Changes FAQ

Good post answers all the concerns.
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The drop rates for Divination Cards that grant unique Jewels that are now rarer will be adjusted to align with the unique Jewel's rarity.


Golem Jewels: These are more deterministically available and aren't relying on random drops anymore. The intention is that they should be relatively accessible.


Does this mean that The Primordial is unaffected by the divination card rarity adjustment?

Just asking because those jewels drop very rarely.
Sounds good. =] Didn't expect the values to roll that high.
Wer nichts weiß, muss alles glauben.
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warpg8 wrote:
There are 3 massive issues with the manifesto and subsequent follow-up:

1) This was not an existing problem, but a new problem created by GGG when they removed the jewel implicits from Harvest for no discernable reason. This was a self-inflicted problem for which we had a superior solution literally 1 league ago.

2) In a world where you've taken away mana reservation efficiency time and time again, you're now pushing people in the far more efficient direction of just running Purity of Elements. Giving back 2% MRE as a possible jewel explicit does not make up for the fact that we lost the MRE mastery.

3) You committed to taking feedback. This change has had overwhelmingly negative feedback. You showed up here in this announcement to double-down and essentially say you're not actually taking feedback, but simply making decisions and then going into further detail about the intent behind them. The change is bad. The feedback is "don't fucking implement this".

Every single time we utilize a jewel mod affix for ailment immunity, we're giving EHP or damage. This is just another thinly-veiled attempt and slowing players down. All that's going to happen is you're going to see the usage of Purity of Elements spike as people roll MRE on every jewel they can, since Purity of Elements makes us immune to all elemental ailments and the MRE that enables us to run it alongside the other mandatory defensive auras benefits us anyway.

It's never been more clear that you all don't play your own game.


1) being forced to do harvest is bad, actually. It was not created by harvest changes at all.

2) you have no idea what the number will be, and removing the mastery was good for the game

3) it has only had "overwhelmingly negative feedback" in your head and in your reddit circles. Many of us are very happy about this. Tray reading some comments on this post. The feedback is not "don't do this," get out of your own echo chamber.

I will give you my firstborn if every build just uses PoE next league. I kinda think you just don't have your finger on the pulse here.



To GGG: a -x mana mod on rare jewels would be amazing, please do this. MRE on normal jewels, flat on abyss jewels.

Also, it would be great if the Survival jewels' primary effects were moved to a corrupted and/or harvest implicit, or a belt enchant (but make them more accessible). Keep it limited to one effect, but allow us to opt into them if we need to
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XeoTech wrote:
So you had all this information already yet refused to include it in the "manifesto", and what did that do for you other than create 30+ pages of negative feedback from confused players?

Stop dripfeeding information.


you realize that's what a manifesto is, right? It's an opportunity to post directions/thoughts so they can get feedback. It has to be drip-fed because nothing is set in stone. POE players cried for this type of communication for ages and now are whining that they got it. Unbelievable
While you're discussing these things please consider alternative sources of "-mana cost to skills" and/or %mana cost reduction. Players are already squeezed and could lose another aura. Having to spend a jewel suffix per 2% mana reservation efficiency does not help offset this in any way.

Please also consider that the unique jewel changes are colossal, massive nerfs to players if your new unique jewels aren't exceptionally powerful replacements.
hmm.
So more dilution of mods on jewels, yikes.

Nerf harvest removing mods to only put them back in a worse manner, totally a GGG maneuver.

This next league is going to be a disaster.

There’s no way ailment avoidance isn’t getting gutted on tree, gear, and ascendancy with this change. No way.

Maybe see you in 4 months.
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warpg8 wrote:
There are 3 massive issues with the manifesto and subsequent follow-up:

1) This was not an existing problem, but a new problem created by GGG when they removed the jewel implicits from Harvest for no discernable reason. This was a self-inflicted problem for which we had a superior solution literally 1 league ago.

2) In a world where you've taken away mana reservation efficiency time and time again, you're now pushing people in the far more efficient direction of just running Purity of Elements. Giving back 2% MRE as a possible jewel explicit does not make up for the fact that we lost the MRE mastery.

3) You committed to taking feedback. This change has had overwhelmingly negative feedback. You showed up here in this announcement to double-down and essentially say you're not actually taking feedback, but simply making decisions and then going into further detail about the intent behind them. The change is bad. The feedback is "don't fucking implement this".

Every single time we utilize a jewel mod affix for ailment immunity, we're giving EHP or damage. This is just another thinly-veiled attempt and slowing players down. All that's going to happen is you're going to see the usage of Purity of Elements spike as people roll MRE on every jewel they can, since Purity of Elements makes us immune to all elemental ailments and the MRE that enables us to run it alongside the other mandatory defensive auras benefits us anyway.

It's never been more clear that you all don't play your own game.


I like this post, lol. I agree. I think the changes to ailment mechanics on jewels are making the game worse compared to harvest implicits. These changes aren't impactful, especially ailment duration/effect. They don't lead to interesting ways to itemize your character, they just push you to use the known ways to mitigate ailments (affixes on boots/shield/body armour or purity of elements.)

I have no idea why GGG has a crusade against unique items. Changing drop rates, removing uniques, changing farming locations, etc. Why change it at this point. I don't trust GGG to make ANY changes to drops after the fiasco last league and prior leagues. Who cares if I don't use a unique jewel, I'd rather you spend your time implementing better changes that improve the game.

I can't believe they said that adding mods to the mod pool for jewels is only a marginal nerf. How many jewels do you pick up each league that even sell? You're diluting good jewels with useless mods. It's a straight up nerf and act like it isn't. They think they are taking a step forward (they aren't) and at the same time are taking a step backwards. We aren't even at the starting point, we are three steps behind, considering we went two steps backwards with harvest crafts and now we will have worse jewels.
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Abyss Jewels can roll up to 50% Ailment Avoidance.


Oh my god I'm going to have a reason to do Abyss. I have no idea how I feel about this. Going to settle on "salt".
Every death brings me life.

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