Legendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year. They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.
The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via Urshi, the NPC who appears after Greater Rifts are cleared.
While the developers are calling them “legendary gems” these socketables have nothing in common with regular gems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.
Legendary Gems Listing
While the Legendary Gems are still undergoing development on the PTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.
|Bane of the Powerful|
|Bane of the Trapped|
|Boon of the Hoarder|
|Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.|
|Gem of Efficacious Toxin|
|Gogok of Swiftness|
|Mirinae, Teardrop of Starweaver|
The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
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Does Character Permanence Increase Enjoyment/Attachment?Posted 21 Sep 2013 by
A psychologist has contributed an interesting article to Games Industry in which he presents material from his book, The Psychology of Games, that argues that respecs might decrease overall, long-term enjoyment in RPGs. This despite the fact that most players say they want respecs, and most developers are moving to enable them. A quote:
There seem to be a four-stage psychological reaction. People want infinite choice in most areas of life, but: 1) People are often overwhelmed and unable to choose when presented with too many options. 2) People are more comfortable with a multitude of choices if they know they can change their minds later. 3) Having too much ability to keep changing your mind leads to long term dissatisfaction. 4) When people are forced to make a choice and stick with it they usually (subconsciously) talk themselves into liking it more than options they know they could change instantly.
people like to keep their options open and hang on to choices as long as they can because they’re afraid that they’ll want to change their minds later — something called “psychological reactance.” So the psychological immune system is there and it’s effective, but we largely ignore it and take actions that prevent it from coming into play.
…Most gamers, if asked, would probably tell you that they would love the flexibility that comes with being able to change their abilities, stats, or even class with little to no cost. Why not? What if specialising in ranged weapons turns out to be no fun? What if that “Whirlwind” or “Fire Resistance” or “Goat Launcher” skill that you picked at level 20 turns out to be lame? A lot of us still regret choosing the Aqualung augmentation in the original Deus Ex, after all.
And yet some others do take the view that you learn to be happy with what you choose and move on with your life – or at least your playthrough. When the super flexible skill system in Diablo 3 was announced, I remember reading reactions from a small but vocal group of Diablo 2 fans who said that committing yourself to a build and sticking it out was integral to the fun. Given what Gilbert and Ebert found about how people prefer options that don’t optimise their happiness, were they right?
…Game developers should not feel shackled to convenience as a immutable design principle, and they shouldn’t always trust gamers who are not always accurate at predicting how happy they will be with choices. And players? Don’t worry. You’ll be happy.
Anecdotes for this abound; you can’t read any commentary about Diablo 2 without someone talking about how their first Amazon was built terribly, with points in Energy and such, but “I still loved that character and played it a ton and found ways to make it work.”
So what about it? Do you guys think some enforced character permanence would make Diablo 3 more fun? It’s not an entirely fair question, since the overall suite of customization options is so limited in Diablo 3. Without stat points and skill points the variety within classes is skin deep and almost entirely created by items, which makes it possible to argue that no respecs “worked” in Diablo 2 in a way that it would not in Diablo 3.