Please let us downgrade gem level

"
Pehr#3739 wrote:
"
rhorains#6760 wrote:
farming the gems was annoying but more so because I did not know which zone level these gems dropped in and had to wait until a zone dropped a gem to know if I was in the right area to farm what I needed.


The Wiki has a reference listing the drop level breakpoints for uncut gem levels that you may find helpful.





thanks (:
"
Pattoman#0455 wrote:
This has been asked multiple times before, but now with the new unique Indigon, more than ever we need to be able to downgrade gems to control the mana cost. It is basically impossible to use a perfect jeweler's orb when you are playing with Indigon, since any gear change will necessitate up/downgrading your skill gem to make sure you hit the right cost. It is such a simple change I don't know why it is not in the game.


I honestly cannot think of even 1 game that allows something like this.

Gems are not rare... Just make a new one.

Stupid people never lose an argument.
"
NotPivot#9831 wrote:
"
Pattoman#0455 wrote:
This has been asked multiple times before, but now with the new unique Indigon, more than ever we need to be able to downgrade gems to control the mana cost. It is basically impossible to use a perfect jeweler's orb when you are playing with Indigon, since any gear change will necessitate up/downgrading your skill gem to make sure you hit the right cost. It is such a simple change I don't know why it is not in the game.


I honestly cannot think of even 1 game that allows something like this.

Gems are not rare... Just make a new one.



Gems are nothing, it's the greater/perfect jeweler's orbs you need.
Im sure this is a work in progress.

They stated overall that every player should aim to max out gems, so if people want lower level gems, number tunes are needed instead giving low cutting options.


However what about hybrid builds?
Because often player tap into secondary attribute stats, but as a warrior its unlikely I will have 2-300 secondary int or dex.

In 0.1 herald stacking was popular
In 0.2 my guess everyone want their minions, and again... we don't have our druid, templar, marauder, dualist STR gem options. (we can imagine druids can have STR gem minions while templar gets cast on block int gem)
Last edited by Kraivan#1745 on Apr 15, 2025, 8:55:07 AM
I would just vote for skills not having such high mana cost at high levels. It is absurd especially for non-spell type builds to be punished for leveling up their gem.. Like i'm playing an archer why does my level 19 arrow have such a high mana cost that I have to invest into mana gear and there is not even any mana passives on the skill tree...
Idk, it seems like every issue that is generally solved by building (which is part of the ARPG experience) is, for some reason, complained about as a mechanical flaw by this community.

I don't have mana issues, because when I do I solve them with my build. That's sort of the point of this game... Last league I ran lvl22+ every skill, and even the mana hungry ones like tempest flurry never gave me any issues... because I utilized the hundreds of ways GGG gives us to solve it.

Contrary to popular opinion, you can clear all content even if you invest into utility and defense on the tree... my builds prove it.

Just because you have to walk a bit in the tree, doesn't mean anything. There are so many mana regen and skill cost reduction nodes I can't even count them all... 1 cluster of them will solve any and all mana issues.
Stupid people never lose an argument.
Last edited by NotPivot#9831 on Apr 15, 2025, 10:07:32 AM
"
NotPivot#9831 wrote:
Idk, it seems like every issue that is generally solved by building (which is part of the ARPG experience) is, for some reason, complained about as a mechanical flaw by this community.

I don't have mana issues, because when I do I solve them with my build. That's sort of the point of this game... Last league I ran lvl22+ every skill, and even the mana hungry ones like tempest flurry never gave me any issues... because I utilized the hundreds of ways GGG gives us to solve it.

Contrary to popular opinion, you can clear all content even if you invest into utility and defense on the tree... my builds prove it.

Just because you have to walk a bit in the tree, doesn't mean anything. There are so many mana regen and skill cost reduction nodes I can't even count them all... 1 cluster of them will solve any and all mana issues.


That's exactly what I am asking for. Let us build. And downgrading gem enables more ways to build.
"
Pattoman#0455 wrote:
"
NotPivot#9831 wrote:
Idk, it seems like every issue that is generally solved by building (which is part of the ARPG experience) is, for some reason, complained about as a mechanical flaw by this community.

I don't have mana issues, because when I do I solve them with my build. That's sort of the point of this game... Last league I ran lvl22+ every skill, and even the mana hungry ones like tempest flurry never gave me any issues... because I utilized the hundreds of ways GGG gives us to solve it.

Contrary to popular opinion, you can clear all content even if you invest into utility and defense on the tree... my builds prove it.

Just because you have to walk a bit in the tree, doesn't mean anything. There are so many mana regen and skill cost reduction nodes I can't even count them all... 1 cluster of them will solve any and all mana issues.


That's exactly what I am asking for. Let us build. And downgrading gem enables more ways to build.


I give up.
Stupid people never lose an argument.
This just reminded me that in PoE1 there are nodes that reduce mana cost of spells.

So you had multiple build options:
high mana pool
high mana reg
or lowered costs

Currently I counted 3 skills that reduces costs:
[Price of Freedom] on warrior branch

[Marked Agility] at 5'oclock but only for Mark skills

[Conservative casting] on Monk side

If its count [Mental toughness], lowering mana cost but only while you're not on low mana...

So mana reg or mana leech needed?
"
NotPivot#9831 wrote:
"
Pattoman#0455 wrote:
"
NotPivot#9831 wrote:
Idk, it seems like every issue that is generally solved by building (which is part of the ARPG experience) is, for some reason, complained about as a mechanical flaw by this community.

I don't have mana issues, because when I do I solve them with my build. That's sort of the point of this game... Last league I ran lvl22+ every skill, and even the mana hungry ones like tempest flurry never gave me any issues... because I utilized the hundreds of ways GGG gives us to solve it.

Contrary to popular opinion, you can clear all content even if you invest into utility and defense on the tree... my builds prove it.

Just because you have to walk a bit in the tree, doesn't mean anything. There are so many mana regen and skill cost reduction nodes I can't even count them all... 1 cluster of them will solve any and all mana issues.


That's exactly what I am asking for. Let us build. And downgrading gem enables more ways to build.


I give up.


Perhaps you should understand the point of this post before giving up. It's not about absolute mana cost. It's about cost/damage ratio. Your mana reduction nodes do nothing to address the core issue, since they reduce cost at all levels. The point is there are some spell/situations where a low level spell has better cost/damage ratio, which indigon can scale to funnel the mana through.

Report Forum Post

Report Account:

Report Type

Additional Info