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Old 05-11-2006, 09:10 AM   #76 (permalink)
Kodylan
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Quote:
Originally Posted by Gryzx
Not seeing why this would be bad, explain?
You completely destroy the point of the tradeskill. It's sounding like it's being designed as an alchemy style tradeskill rather than a blacksmithing or tailoring skill. At least, those gems shouldn't be removable. Maybe quest rewards/very rare gems that drop(if there will be) should be removable though.
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Old 05-11-2006, 09:13 AM   #77 (permalink)
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Quote:
Originally Posted by Gryzx
Not seeing why this would be bad, explain?
Removable gems would shorten the lifespan of the gem farming from a lifelong persuit to something you only do once in a while.

I don't forsee us keeping a bag full of gems and swapping them out during the raid depending on the encounter, not unless you're a jewelcrafter. (Also refer to D2 socketing.)

I'd think the only way we'd get gems back is with a similiar system as EQ where we pay for a removing agents. I really don't see this as being something you can do willy nilly (refer to talent respeccing).
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Old 05-11-2006, 09:15 AM   #78 (permalink)
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Quote:
Originally Posted by Kodylan
You completely destroy the point of the tradeskill. It's sounding like it's being designed as an alchemy style tradeskill rather than a blacksmithing or tailoring skill. At least, those gems shouldn't be removable. Maybe quest rewards/very rare gems that drop(if there will be) should be removable though.
Ah ok, well if gems are easy to come by and don't require crazy ingredients and their aren't any uber leet super rare gems, then ya destroying gems is good.

Now if they implement gems that cost 100s of gold to create and epic gems, which would be more of a BS'ing/Tailoring/etc type tradeskill then they should be removable.
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Old 05-11-2006, 09:16 AM   #79 (permalink)
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You mean kindof like blacksmithing, engineering (aside from making bombs or arrows) leatherworking, and tailoring? That'd be like saying if you ever take these truefaith vestments off, they'll be destroyed.

They've got a good chance here to eliminate the "20 sets of gear" thing we'll need in another few dungeons.. or they can make gems destroy themselves on removal and force everyone to buy every bank slot and play "mail the alt everything non-soulbound" for the next 3 years.
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Old 05-11-2006, 09:18 AM   #80 (permalink)
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One thing of note is virtually every gem revealed is not a gem that currently drops in game.

Gemcrafting would be one of the hardest tradeskills to level if you had to mine everything. I'm wondering if they will introduce special "gem nodes" that miners can use or if they'll just increase the droprate of gems off npcs, much like runecloth etc.
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Old 05-11-2006, 09:19 AM   #81 (permalink)
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Quote:
Originally Posted by Zarcath
Removable gems would shorten the lifespan of the gem farming from a lifelong persuit to something you only do once in a while.

I don't forsee us keeping a bag full of gems and swapping them out during the raid depending on the encounter, not unless you're a jewelcrafter. (Also refer to D2 socketing.)

I'd think the only way we'd get gems back is with a similiar system as EQ where we pay for a removing agents. I really don't see this as being something you can do willy nilly (refer to talent respeccing).
I'd be fine with paying for a removing agent, if gems = your resists. There's several other ways to make resists not require a stupid amount of bag/bank space though, so if they persued something else for that (like possibly a temporary armor augment like weapon sharpening or enchanting oils) then I'd be fine with gems being a permanent non-removable item also.
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Old 05-11-2006, 09:28 AM   #82 (permalink)
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Quote:
Originally Posted by Gryzx
I'd be fine with paying for a removing agent, if gems = your resists. There's several other ways to make resists not require a stupid amount of bag/bank space though, so if they persued something else for that (like possibly a temporary armor augment like weapon sharpening or enchanting oils) then I'd be fine with gems being a permanent non-removable item also.
Though nice in theory, all you're doing is trading one form of farming for another, and personally I have enough consumables I have to farm for. I'd rather have a permanant resist item eating up bag space over farming another consumable. Eventually we'll come to a point where there are too many consumables for raiders to conceivably farm for.
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Old 05-11-2006, 09:30 AM   #83 (permalink)
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If gems are not removable or destroy themselves on removal then they don't become a situational tool at all - just a fancy enchant. And the jewels will probably be sellable on the AH too which is what enchanters have been asking for since beta.. I foresee alot of enchanters dropping enchanting and picking up jewelcrafting
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Old 05-11-2006, 09:38 AM   #84 (permalink)
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Or taking up jewelcrafting as their second tradeskill...
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Old 05-11-2006, 09:40 AM   #85 (permalink)
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Quote:
Originally Posted by Kodylan
Or taking up jewelcrafting as their second tradeskill...
Maybe, have to see how the mats are acquired. It's possible the mats for jewelcrafting might come from raid zones or instances which would mean you'd need a geared level 60 alt with the appropriate tradeskills to support that. Not that thats outlandish, but ..
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Old 05-11-2006, 05:02 PM   #86 (permalink)
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Originally Posted by chaos
They already are becoming like that, see Twin Emps. 3 wipes the other night from insta-gib 1 second-15k damage from Veknilash. That shit's not cool. But you power through it and win. I'd rather have gear to stop that shit from happening than pray that they start tuning encounters differently.
I'd love to see that combat log, as I think you're full of shit, unless you tank Vek'Nilash with naked mages.
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Old 05-11-2006, 05:18 PM   #87 (permalink)
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15k is a bit of an exageration, it was unbalacing + double crit + uppercut, it fucked me up bad. I've never seen some shit like that before, but it happened.
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