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|
Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.
When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.
In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.
Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing Remember the great forum crash of 2003? That was not pretty.
So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.
The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.
One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.
Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.
Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.
With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.
There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
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New PS4 Diablo 3 Reaper of Souls Features RevealedPosted 28 Nov 2013 by
AusGamers has posted a new interview with Diablo III: Reaper of Souls (console) lead level designer, Matthew Berger. It covers a lot of new stuff about the PS4 version of the game, which bundles Diablo 3 with Reaper of Souls and adds numerous new features exclusive to the PS4, some of which are also coming to the Console in the future. Here’s a quote revealing three new PS4 Diablo 3 Reaper of Souls Features which sound quite cool.
So we’ve added three things: we’ve added
- Player Mail,
- Player Gifts,
- and Avenger Kills.
Player Mail is very simple: there’s a mailbox in town, you go there, you’ve found a cool item and you mail it to me; I get it, I’m happy; awesome — it’s very basic.
Player Gifts is this neat little feature where you’re adventuring in Sanctuary, you kill a monster and an item drops: a legendary drops for instance, and there’s a column of light with a little sound, and you’re, like, “ooh, legendary!” and before you’re able to pick it up, another item is going to jump off that legendary and drop on the ground. There’s going to be a little box on the ground, and it’s going to say “Gift for Matthew”, because you and I are friends, and I’m on your friends list. So you’re going to take it and you’re going to send it to me, and I can open it with anyone of my characters, and it’s going to give me an item that is level-appropriate and tailored to that class.
So I have a level 10 character, and I have a level 70 character; I’m not really playing with my level 10 barbarian right now, but I am playing with my level 70 demon hunter and going through my paragon levels, so I’m going to open it with that one, and I’m going to get a level 70 rare or legendary item that is going to be tailor-made for my demon hunter. That’s cool, right?
Now most things are just like “hey, we’re connected, whatever, blah, blah, blah”; Avenger Kills are where it’s at! Our game director Josh Mosqueira love to say “Love the player”, that’s his big philosophy in life, love the player — it’s a good philosophy when you’re making videogames. But sometimes you’ve got to give a little bit of love back to the monsters, because you know, they’re the ones getting murdered — they’re getting killed by these players. So you’re adventuring, and a monster kills you — bummer, you’re on the ground and waiting to resurrect — and that monster is going to level up, and a portal is going to appear, and he’s going to jump in the portal and disappear. Then he’s going to pick somebody in your list of friends who plays Diablo III, and he’s going to jump into their game.
They’re going to see a unique-named monster, and it’s going to say ‘you are being hunted’, and that monster is going to be named after you, and it’s going to come and hunt them, and have new powers. If they kill it, they get loot and you get loot. If it kills them, it’s going to get named after them and it’s going to level up, have more powers, and jump into their friends list and hunt another one of their friends.
So it’s that idea of: we’re not playing together, but we’re connected as adventurers going through Sanctuary. That’s out version of social today, in a sense. Those three features are unique to console.
See the whole interview for more details about the console. As for the social features, what do you guys think? I’m not sure I understand the description of that “your friend find a legendary and you get one too” part, but I love that “being hunted by” monster thing. Especially as I play Hardcore, and seeing the actual monster that granted a friend’s character their ultimate release would be fascinating. And imagine if it killed me to? One unkillable enemy rampaging through a long chain of Friends, like a lethal virus in demonic form. (We could call it “the Kardashian.”)
Could you catch it again yourself? Say your Monk died to the “K”, and then it went on to kill some other people on your friends list? Could it come back around to you with another character?