+Gem level on gear should be removed or gem scaling should be reworked
I also dont understand why we need it. Without it, the item is just trash in endgame and endgame bosses have so much health, that you also need that damage, otherwise taking down the boss takes forever.
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Yeah, so many items would be trash even without those mods in the game...
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I agree in principle as it seems as a catchall stat.
The only problem is you will push skills that just have a high base damage to the only be played, and anything else down. Would make a lot of skills just not deal enough damage. They would MASSIVELY have to balance a bunch of other stuff before they did something like this Mash the clean Last edited by Mashgesture#2912 on Sep 23, 2025, 3:52:57 PM
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the most bizzare thing about this for me is how 'skills' are not improving naturally but are itemized as gems and even placed on items, all while xp/passive points give you things items would in different games. very odd design decision
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Yeah i was going to make a topic about it, someone made a video https://www.youtube.com/watch?v=fOp3jcsEBHU about the exact same issue, imo gem scaling should be reworked, specially after lvl 20, its so annoying to get everything with it =/ I crafted a defensive +3 to proj level amulet, but it was full ES, so i basically switched to CI (was health + 38% damage taken as mana + a bit of evasion and 2 companions with loyalty), because that would be cheaper and easier than to get another good one xD At least ES is king right now and i'm much more tanky.
Last edited by The_Risen#6326 on Sep 23, 2025, 4:06:42 PM
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I kinda came to solution for this one (5 seconds "brainstormind"):
Just make all mods multiplicative; for example if you have +30% extra and +24% extra wand AND you have the other one with +2 gems this will be the same amount of damage. So "stacking" would be more stronger. What can you get from your wand? 90% spell damage? You can get it like 6-7 points on tree. 32% extra cold? Some buffs, tree, etc. If you get 100% damage increase in tree, the next 100% damage will give you less and less final damage. But rolling +gems is huge, because its pure flat damage. In poe1 you get so much source of flat damage (it's pretty crazy actually, like you playing lightning arrow with triple damage bow, because you can, AND you can get flat on rings, on auras, from other sources), in poe2 your main damage came from your gem level as a caster. You cannot "double" it, "triple" it from base like 20 level gem from any other source like gem level. Can we actually have some "smart" damage interactions, infusion gain like 30% on my skills, why do i need to get that? Can i have infusion for a duration and the more i get, the more it's stacks, up to 4-5 times damage? So you kinda play the game and get some "combos" and don't just stack +level on everything to one click screen. Ramping, you know? And most important thing, i do not want to toss away wand/staff/foci with good 4-5 mods just because there is no +level. GGG can make like only one mod with +gems, like +1 maximum. And add some 40% more spell/fire damage on wands, give more "strong" mods, like a group or something. If i don't hit %more damage or even +1 gem, i roll 100% more magnitude of ignite or 30% chance to deal double damage, or 40% more cast speed or +5% to base crit chance or whatever else... And make progression more smooth, okay? like from level 15 gem to 20 level gem there is need as much flat damage increased, as monster life. |
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" I'd never seen that, that just seems odd, the entire thing just seems like a nightmare for new players because 90% of people that aren't watching tips/tricks videos or following a build guide will probably go for the +50% X Damage item over the +1 to X Skills item until they learn how big the damage gap is. Also seems like a nightmare for them to have to balance around instead of just saying "ok the zone is level 26, let's run through with skills at their highest level for the zone with no jeweler orb enhancements and less than perfect support gems and see if it's strong enough to kill a white mob in under X seconds". Instead they've got a situation where if you don't have all your items with +gem level and +damage% it just feels like you're not doing any damage. |
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" On top of class discrepencies, gem level is probably the biggest balance issue in poe 2, and Dreamcore here hits the nail on the head. In 0.3 I enjoyed the campain a lot, I really liked the challenge, in act 1 I let the Praetor whoop my ass at least 20 times and I liked every minute of it. I knew I was under leveled and under geared and I would eventually give up and go for the Consort first, but I just kept fighting him because it was challenging and fun. Act 1 and 2 are an absolute blast. By contrast, by early act 3, I had +x level to melee gem on every piece of gear that could have it and at this point I was the boss. That single stat if you know to seek for it will give you so much power it turns everything into a punching bag. I never had to learn any mechanic from the act 4 or interlude bosses, sure they looked cool but I beat everyone of them in 10 or so seconds on the first try. Not because I'm particularly good at the game or even smart, but just because I knew to look for that one specific mod. They should just remove it from the game. Last edited by LFA01#0120 on Sep 23, 2025, 10:08:03 PM
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Agreed. I think one of the best solutions is to simply tone down the insane gem levels found on gear as discussed here https://www.pathofexile.com/forum/view-thread/3859473
Hope these threads shine light on this issue for Patch 0.4.0. Last edited by CharlesJT#7681 on Sep 24, 2025, 1:10:23 PM
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Just don't give any player power on gear, it's bad design. Characters should just scale with character levels only.
/s Imagine making items stronger than the passive tree in a looting game. |
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