[Feedback] Giga-Nerf Gem Levels on Gear in Patch 0.5

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karsey#2995 wrote:


I'm a little disheartened it took 13 pages of comments for someone to accurately identify the actual problem and to see that it's also mostly ignored!



It should be understood that balance changes don't happen in a vacuum and when GGG tones down +gem levels on gear they would also ensure skills feel impactful in all stages of the game. With that said, the argument for toning down +gem levels on gear is sound to improve overall itemization.

+1. Take the power from gem levels but give it double to the P.tree nodes.
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+1. Take the power from gem levels but give it double to the P.tree nodes.


Agreed. If GGG added several keystone nodes that provided +gem levels that would move more power away from gear and into the passive tree.
We just need power removed not placed somewhere else


I’m fully sold on just removing the mod and that’s a good nerf to us as a start. We definitely need a massive nerf to our damage as you don’t need +skills or +gems for anything in this game. Including juiced content.

It’s all unnecessary damage
Mash the clean
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We just need power removed not placed somewhere else


I’m fully sold on just removing the mod and that’s a good nerf to us as a start. We definitely need a massive nerf to our damage as you don’t need +skills or +gems for anything in this game. Including juiced content.

It’s all unnecessary damage


Bro there are million ways to reduce power and make it feel shit. Just increase monster's life 20X and.... 'Nothing else matters'.
yup they have to drasticaly reduce the player damage esp in endgame....but also the monster damage aswell.

As soon as we enter maps the game transforms from "best ARPG ever" to boring "1-tap or get 1-tapped clown fiesta".

Let us have real fights in endgame (even vs certain trashmobs here and there) and not the boring 1 -tap lightshow we currently have.
+1

Also bring back masteries and make passive tree more exciting instead of +levels
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One of the largest contributing factors for the current imbalance is the insane gem levels found on gear and needs to be toned way down. This nerf tones down the baseline power of players, which is healthy for the game. With that said, I urge GGG to nerf max gem levels found on gear as follows:

• 2H-Weapon: Decrease to +3 Max Gem Levels (down from +7)
• 1H-Weapon: Decrease to +1 Max Gem Levels (down from +5)
• Amulet: Decrease to +2 Max Gem Levels (down from +3)
• Quiver: Decrease to +1 Max Gem Levels (down from +2)
• Glove: Decrease to +1 Max Gem Levels (down from +2)




i prefer if they get rid of +levels from everything except weapons.
The way I envision a clever "fix" to +gem levels is by changing what leveling a gem past level 20 does so that it's not (necessarily) just a straight up continuation of existing scaling of damage or other numbers on the gem.

It would make the +lvl suffix something more interesting, and a player's decision to aim for to be suitable for their build - or to build around - rather than mandatory damage. This would also let other suffixes compete with it in a build-dependent manner.

For example, something like Rolling Slam: https://poe2db.tw/us/Rolling_Slam

From level 20 to 25, it's the equivalent to 40% more damage. That means slamming an essence of battle on your weapon is like a pseudo-support gem for 40% more damage and it works basically the same on every skill too. I think that's why it feels bad - it's mandatory, all of the time. It has "life on the tree" energy - you always want it and the game is balanced around you having it.

So (and I'm just riffing here to illustrate my idea) for RS, perhaps levels 21-22 could give it an additional 10% chance for aftershock. Maybe levels 22-24 replace the stun build up on the first slam to "break armour to x% of hit damage". Maybe levels 25-26 offers "intimidation for 3 seconds on stunning an enemy with this skill", perhaps 26+ increases AoE.

Maybe those functionalities are too high/low/whatever and wouldn't work, but I'm not here to balance RS, it was just to illustrate my idea.

My point is that I think there are clever things to add that could work, and if each level past 20 offers a functionality change instead of a straight up damage increase, it could make the +lvls suffix feel more interesting rather than mandatory.

It could also influence the support gem choices for skills, which would contribute to build variety. Like if all of a sudden +4 on boneshatter grants you larger AoE, you can sub out the AoE gem on your skill for something that you are choosing - and that always feels better, even if the game is letting you choose to insert an actual 40% damage gem.

I think if this concept was applied across the board to all skills in a similar manner, we could end up in scenarios where someone would prefer a +1 over a +7 staff, because their build desired whatever the level 21 gem offered in additional functionality rather than the 27, and they might want a shock chance staff in the offhand for other skills for whatever other reasons, and they wouldn't be gimping themselves damage-wise for doing this.

Spoiler
It could mean a re-scaling for most of the existing gem scalings for their damage for them to "stop" at level 20, but not necessarily. If certain functionalities would mean alternative support gem supports, the damage could remain similar through support gem scaling rather than just raising the level of the gem itself (eg. if you get multiple projectiles from levels 21-26, now you can remove the multi-proj support and add in a damaging support - it's basically a reconfiguration of where damage and functionality comes from to be more interesting and enhance build variety


Spoiler
An alternative idea I had was to make gem level scaling offer inherent bonuses instead of local gem bonuses that also changes according to the amount of gems you have with a certain "tag".

Eg., after level 20, maybe +1 fire spells grant "x% increase to cast speed with fire spells" if you have 2 fire spells socketed, and the x increases per gem level. And if you have 3 fire spells socketed, maybe it becomes "x% increase to ignite magnitude with fire spells", and so on for 4, 5 etc. with their own modifiers. Still something to make it interesting and workable in almost all scenarios, and BiS in specific ones, but never mandatory.


Who am I to say anything, I don't respect my time either.
Last edited by karsey#2995 on Apr 17, 2026, 10:52:17 AM
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i prefer if they get rid of +levels from everything except weapons.


I prefer to keep +levels on amulet, helmet and gloves and remove from weapons, except staves, wands and sceptres.
Last edited by CharlesJT#7681 on Apr 17, 2026, 1:22:16 PM

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