Put a maximum to gem level: a proposal for the + to gem level issue

Just put a cap to gem level. Maximum gem level is 25, or 26 or something around those numbers. 2-3 good rolls and/or a support gem for +gem level and a corrupt get a skill to max level.

Now just like resistances, it's neccesary but it just stops giving more power at a cap. And it allows for uniques to not only give skill levels without issue but also Minus to skill level.

All endgame characters would have all important skill gems at max level thanks to gear, and then go for other axes of power that may be different and more interesting for each build.

But right now, minions and attacks and spells and projectiles and melee and every other build has the same "best axis of power". Which is just boring.
Last bumped on May 22, 2026, 6:51:53 PM
+1 Bro but they won't listen..

Why are +gem levels even seen as a problem? I honestly don't even understand^^

the "best axis of power"? I don't see how thats any different to increased and multiplicative damage modifiers
Last edited by Rikku#7536 on May 22, 2026, 6:59:17 AM
+1 it's the best balanced idea so far... There's is plenty time to change it. Please GGG don't ruin everything in the name of clowns.
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Rikku#7536 wrote:
Why are +gem levels even seen as a problem? I honestly don't even understand^^


It allows spells scales exceedingly high compared to high tier weapon attack which have lower ceiling, and capped pretty early with no other way to scale but crit.

Spells base damage have notoriously high value but much easier to obtain (just 1 suffix) compared to high damage weapon, which requires the perfect base + 3 perfect prefix, just to get base damage. Spells just scales and scales.

Spells also have huge increased damage in their weapon and trees.
As for more, I don't think we have enough for attack to compete.

Damage gain as extra
also vastly more useful for spells since they are PREFIXES and scales with Spell HIGH base damage that came from single suffix.

But come on, that 40/40 suggests you already know all these.
Last edited by Exilion99#5481 on May 22, 2026, 7:05:29 AM
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Rikku#7536 wrote:
Why are +gem levels even seen as a problem? I honestly don't even understand^^


My personal answer is that + to gem levels is THE most powerful way of improving EVERY build. And it never stops scaling well.

Therefore, all builds use the same affixes on gear. This is for me: boring. Any other offensive mod is always worse than + to skill level.

Uniques in particular add cool and fun effects but they cannot be used not ONLY because of base stats (teased to be adressed with runes of aldur), but because if an unique can be changed with a rare that gives + to skill level, the rare is always better.

I want builds using cool, weird and specialized things. Not that the best in slot for a poison ranger and a fire mercenary is the same amulet affix.
+1
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It allows spells scales exceedingly high compared to high tier weapon attack which have lower ceiling, and capped pretty early with no other way to scale but crit.

Spells base damage have notoriously high value but much easier to obtain compared to high damage weapon, which requires the perfect base + 3 perfect prefix, just to get base damage. Spells just scales and scales.

But come on, that 40/40 suggests you already know all these.


Yeah spell damage is much easier to scale with levels but that was already the case in poe1, that's also a reason i really dislike to start anything attack related cause rely much more on RNG (good weapon drops) when it comes to damage output

How's nerfing +3 levels for attacks but not for spells in poe2 (from patch notes) making this anything better tho? Confuses me

Anyway i like caps, wouldn't mind if implemented but also don't care too much

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pwmwpw#0987 wrote:
My personal answer is that + to gem levels is THE most powerful way of improving EVERY build. And it never stops scaling well.

Therefore, all builds use the same affixes on gear. This is for me: boring. Any other offensive mod is always worse than + to skill level.

Uniques in particular add cool and fun effects but they cannot be used not ONLY because of base stats (teased to be adressed with runes of aldur), but because if an unique can be changed with a rare that gives + to skill level, the rare is always better.

I want builds using cool, weird and specialized things. Not that the best in slot for a poison ranger and a fire mercenary is the same amulet affix.


Ok i see, gear limitation because it's too strong (and also too many slots) is a fair point
Last edited by Rikku#7536 on May 22, 2026, 7:10:11 AM
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Rikku#7536 wrote:
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It allows spells scales exceedingly high compared to high tier weapon attack which have lower ceiling, and capped pretty early with no other way to scale but crit.

Spells base damage have notoriously high value but much easier to obtain compared to high damage weapon, which requires the perfect base + 3 perfect prefix, just to get base damage. Spells just scales and scales.

But come on, that 40/40 suggests you already know all these.


Yeah spell damage is much easier to scale with levels but that was already the case in poe1, that's also a reason i really dislike to start anything attack related cause rely much more on RNG (good weapon drops) when it comes to damage output

How's nerfing +3 levels for attacks but not for spells in poe2 (from patch notes) making this anything better tho? Confuses me

Anyway i like caps, wouldn't mind if implemented but also don't care too much


It's not making things better. It's just make attack worse, when spells have clear dominance since day 1, left untouched.

The disparity just got larger and people are understandably furious.

If anything, spells are the one needs minor nerfs, or like u preferred, all gets the same nerf.
Last edited by Exilion99#5481 on May 22, 2026, 7:11:14 AM
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Albibu#9602 wrote:
+1 it's the best balanced idea so far... There's is plenty time to change it. Please GGG don't ruin everything in the name of clowns.


To be fair, I don't think anything is or was ruined. It's an early access game with an enormous variety of builds that are able to do all content. It must be a nightmare to just define what "balanced" would look like.

I see an issue with +to gem levels being too powerful and thus, making gearing more boring than it could be, therefore, I give feedback.

But it comes from the enormous investment that I choose to have in this game that I love, not from a place of rage and ranting. And I don't want the discussion to devolve into that.

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