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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Diablo 3′s Chat Channels, Problems and SolutionsPosted 24 Feb 2012 by
Diablo III’s chat interface, recently revealed in Beta Patch 13, met with a harsh reception. While most fans were happy that some sort of public chat was going to be included with the game, especially given the repeated official denials of such a feature, that happiness perished quickly when the chat was sighted.
While the Diablo III chat feature does include useful controls and options, including as the ability to inspect other player’s characters, see their achievements, add them to your Friends List, or create a game with them, those controls aren’t well-documented and don’t leap to the eye. What does show first is the tiny window that can’t be dragged or resized, the plain white text, and the awkward lower-right corner location. The system is actually fairly-robust in function, but it looks terrible at a glance, and lacks most of the formatting options that Internet users have grown to expect over the last decade or two of online chat applications.
The real problem, I think, is what fans want is not at all what Blizzard aimed to provide. The Diablo III chat system is, much like the (unpopular) Starcraft 2 one before it, all about facilitating gameplay. Blizzard designed it to enable players to quickly and easily join games together, and it should work adequately for that. The problem, and the source of most of last weekend’s negative reaction, is that we players were expecting a chat system that would serve as a communication device. Something akin to IRC, with features to support communication. A large display, color-coded text, chat functions, emotes, etc.
As a result we’ve got a clash between what Blizzard aimed to provide, and what their consumers desired. Thus… conflict, confusion, disappointment, and anger.
Refer to the video below for a clear look at the new system in action, and click through for the meat of this article. It covers the history of chat channels in Diablo III and Battle.net chat in general, the sorry state of SC2′s current chat, and concludes with some suggestions and requests for player input on the sorts of feature changes that could improve the current beta-version of Diablo III’s B.net chat.
A Brief History of Diablo 3′s Chat
This is adapted from the DiabloWiki Chat Channels article, which goes into more detail and has more visuals.
October 2010: Bashiok confirms that SC2 chat channels are under development and that the tech will be ready for D3′s.
January 2011: Starcraft 2 gets chat channels, 6 months after the game’s launch.
September 2011: Bashiok confirms that Diablo III’s chat channels are in and working.
February 6, 2012: Bashiok says no public chat channels in D3 and explains why public chat is a bad feature we don’t want anyway.
February 8, 2012: After two days of massive fan rage, Bashiok says he was wrong, and that public chat channels were in the game after all and that he’d just somehow not noticed.
February 18, 2012: Chat channels debut with Beta Patch 13, and are immediately disliked by most.
Is Starcraft 2′s “B.net 2.0″ Diablo 3′s Future?
Let’s hope not, since most Starcraft 2 players dislike the chat channels and other social features on their version of Battle.net 2.0, (disgruntled SC2 players often call it B.net 0.2.) and many attribute the moribund state of the online SC2 community directly to Bnet’s lacking social tools.
Blizzard did not want to include any chat channels in SC2, and only agreed to add them in after massive fan outcry. Chat was patched into the game in January 2011, seven months after release, and while fans were initially overjoyed to have them, that reaction soon turned to despair and desperation. The system is now largely disused.
For a depressing example of current player sentiment, see this recent 26-page thread about the current state of the Starcraft 2 online community. It dominates the Battle.net SC2 forums, there’s not a single Blue reply in the whole thing, and the hundreds of player replies show great agreement that the current chat system sucks. The OP is a copy of a detailed post on the Team Liquid SC2 site. It makes a strong case but is much too long to copy here. However this comment from another user is quite typical, and it succinctly sums up the general opinion.
Speaking from a person who honestly has no real life friends that are interested in starcraft, I can say the only reason I don’t log in myself anymore is because of the current iteration of battle.net. Its so cold and unwelcoming, and I don’t mean the players. I have almost no way to actually make friends, meet people, or have any kind of discussion. Why in gods name would the chat boxes be so tiny and lame? The online UI, frankly, is just very poor. I cannot for the life of me figure out why you would attempt to fix something that wasn’t broken in the first place.
It seems that Blizzard learned something from their SC2 experiment, as illustrated by the public chat channels they are including in Diablo III. However, as “tiny and lame” were some of the most common adjectives used to describe the Diablo III chat interface… it’s clear that all is not yet well.
(See this post for an annotated gallery of the chat interfaces for every Blizzard title.)
Suggestions for Diablo III Chat Improvements
As I said in the intro, I think the problem is a divergence of goals. Fans want a chat interface and channel system that’s useful for communication and socializing, which is why almost all of the complaints about the current system is how hard it is to use. The window is tiny, the text is plain white, there aren’t formatting options, the window can’t be resized or repositioned, etc. Additionally, the sins of the SC2 chat system are assumed to carry over to D3′s, so fans are assuming there will be no support for guilds, no private channel permanence or mod tools, etc.
It’s not surprising that fans feel that way, since Blizzard didn’t design the system to support communication and socializing. They spent their time and effort enabling features such as quick game creation, Friends List integration, account/character/achievements inspection, etc. The chat system has a lot of powerful features, but it’s not user friendly and it looks like a cell phone text message interface from about 2003. It appears that Blizzard designed it for quick chat and short messages, rather than considering that some players would want to spend hours in the chat, just shooting the breeze and making new friends to game with.
Thus many, many fans are complaining that it’s not more like Diablo II’s chat interface, and I’ve seen dozens of fans wondering why it couldn’t have been more like Warcraft III’s chat system, which many feel was the pinnacle of Battle.net chat interfaces.
That’s an easy question to answer…. because Blizzard didn’t design the SC2 or D3 chat systems to be like War3′s. That one was old school style and meant for conversations and socializing. For reasons unknown, Blizzard clearly does not want us spending time chatting over Battle.net. They want chat to exist only as a way to create new games and get back to playing, and they’re designing their chat systems to support that, and little else. Hence all the matchmaking systems in SC2, which they assured us (pre-release) would be so good that no one would want or need a chat system.
Diablo III doesn’t go as far in that direction as SC2 did, but when you look at the lack of an option to create and name public games, the anonymous Auction House, the automated game joining systems, their plans for random-player matchups and hidden PvP ratings for the Arena, etc, it’s pretty clear that the chat channels are not an aberration. It’s all part of Blizzard’s redesign and redirection of Battle.net. The only problem is that many (most?) fans don’t seem to want what Blizzard is trying to give us. Hence all the issues with the SC2 B.net experience, and this current D3 chat channel imbroglio.
Another issue that might be worth debating… was Bashiok correct in his quickly retracted explanation as to why public chat channels are no good?
I’ve seen a lot of public chat, on B.net and elsewhere, and honestly, most of what Bashiok said was 100% correct. Unmoderated chat channels are generally a wretched hives of scum and villainy, with enough profanity, racism, sexism, homophobia, and generally idiotic flaming that you often feel a need to wash out your brain with bleach after more than a few minute’s exposure.
You may disagree. Whether you do or not, should we accept unmoderated chat on Diablo III? Why can’t Blizzard have some of their hundreds of CS staff spend an hour a day skimming chat and banning spam bots and other deserving parties? This isn’t Diablo II, where people can just hack up another CD-key in 30 seconds. As Eliminator (IIRC) argued on last week’s Diablo Podcast, those CS guys would pay for themselves in no time, if everyone they banned had to buy another copy of the game to get back into the chat.
However you feel about the benefits or drawbacks of public chat channels, I think almost all of us can agree that the current look of the Diablo III chat channels leaves a lot to be desired. Assuming Blizzard is open to making changes and improvements to the Diablo III chat interface (this is NOT a safe assumption, given the untouched SC2 chat system, despite over a year of constant fan entreaties for improvements) what would fix it? Or at least make it better?
Assuming they are open to making changes, what do you want to see fixed? I’ve read numerous fan suggestions, and even seen some mockups of an improved Diablo III chat interface. You see one to the right, and while it’s an overcrowded aesthetic atrocity, it does show the kind of thing fans seem to want. A much larger chat window, easy visibility for the names of the posters, colors in the text, a D2 style visual display of everyone’s character, and more.
Exactly where and how all of those elements would be displayed is open to debate, but at the very least it seems like the Diablo III chat window should be much larger, resizeable, and draggable. It’s ironic that a company that takes so long to do everything in game dev, while they iterate, reiterate, and sometimes de-iterate back to square one, would release such a rough-looking, aesthetically-displeasing chat window, even during the beta test.
What do you guys think? What do you want to see changed in the Diablo III chat interface? And do you think there’s any point in even asking, given how the unpopular SC2 chat has remained virtually unchanged since its introduction over a year ago?