Follow TV Tropes

Following

History YMMV / GemCraft

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Interestingly, both 'Insulation' and 'Thick Air' become inversions of this for the end-game playstyle centered around traps. Since those alllow gems to fire extremely fast, the problematic traits end up being a blessing in disguise, providing much more opportunities for mana leech gems to gather extra resources, while not stopping dedicated kill gems from effectively dealing with monsters.
Is there an issue? Send a MessageReason:
None


** 'Hatred' in ''Chasing Shadows'', which causes first enemy wave have their HP multiplied and those of subsequent wave scale quicker. Everyone will tell you that [=XP=] multiplier for this is not worth it.
** The same thing is back in ''Frostborn Wrath'', but there are now other things to not bother with such as 'Thick Air' (damage is capped at certain fraction of enemy's max HP) and Insulation (adds a shield to enemy, needing a supplementary attack to get rid of it).

to:

** 'Hatred' in ''Chasing Shadows'', which causes the first enemy wave to have its HP multiplied, and subsequent waves have their HP multiplied and those of subsequent wave scale quicker. Everyone will tell you more quickly. While it also provides triple the XP boost of every other Battle Trait, general consensus is that [=XP=] multiplier for this is it's ''still'' not worth it.
** The same thing is back in ''Frostborn Wrath'', but there are now other things to not bother with such as 'Thick Air' (damage is capped at a certain fraction of an enemy's max HP) and Insulation 'Insulation' (adds a shield to enemy, needing a supplementary the enemies, requiring an additional attack to get rid of it).



** K1 Trial Mode in ''Frostborn Wrath'' is nothing but an [[LuckBasedMission RNG antics]] with you praying that the three Watchtowers there (that cannot be destroyed since you have not Bolt) don't target your towers too often, especially during the waves with swarmlings which require towers to deal with them.
* UnderusedGameMechanic: There is a grand total of ''one'' field that features Watchtowers in ''Frostborn Wrath'' (so far anyway). Considering only Journey Mode there is a single Watchtower in the entire game, and three if you count in Trial Mode. Kinda sad considering they are interesting ally/enemy.

to:

** K1 Trial Mode in ''Frostborn Wrath'' is nothing but an [[LuckBasedMission RNG antics]] essentially a LuckBasedMission with you praying that the three Watchtowers there (that cannot can't be destroyed since you don't have not Bolt) don't target your towers too often, especially during the waves with swarmlings which require towers to deal with them.
* UnderusedGameMechanic: There is a grand total of ''one'' field that features Watchtowers in ''Frostborn Wrath'' (so far anyway). Considering only - one in Journey Mode there is a single Watchtower in the entire game, Mode, and three if you count in Trial Mode. Kinda sad considering they are interesting ally/enemy.Mode.

Added: 373

Changed: 1311

Is there an issue? Send a MessageReason:
The Difficulty Spike seems to be a Gears of War example. Replacing with the one that was on the main page for Gemcraft (and was removed from there)


* DemonicSpiders: In ''Chasing Shadows,'' it's possible for monsters of all classes to have up to three "marks" that determine secondary abilities. This means there could potentially be a wave of monsters that [[LightningBruiser move twice as fast as normal, burn a set percentage of your mana in addition to normal banishment costs, and have extra armor, health or health regeneration.]]

to:

* DemonicSpiders: DemonicSpiders:
**
In ''Chasing Shadows,'' it's possible for monsters of all classes to have up to three "marks" that determine secondary abilities. This means there could potentially be a wave of monsters that [[LightningBruiser move twice as fast as normal, burn a set percentage of your mana in addition to normal banishment costs, and have extra armor, health or health regeneration.]]



* DifficultySpike: In ''Chasing Shadow'': The jump from Hardcore to Insane difficulty is ''staggering'' to say the least. It's at this difficulty where the game starts punishing you severely for not being a master of the ''Gears of War'' mechanics. Enemies gain god-like accuracy with weapons while you can be killed in 1 to 3 shots from any weapon. Any melee attack is a OneHitKill and players WILL be rushed by enemies if they camp at their cover for too long. Enemies have almost twice as much health as usual and can only be taken down efficiently with [[ActionCommands Active Reloads]] and [[BoomHeadshot headshots]]. The worst part, however, is there is no going DBNO for you: if you lose all your health, you '''die''' on the spot. The only saving graces are that [[AntiFrustrationFeatures your AI teammates have more health and will not bleed out if they go DBNO, so they can help you get through the campaigns solo]].

to:

* DifficultySpike: In ''Chasing Shadow'': The jump from Hardcore to Insane difficulty is ''staggering'' to say the least. It's at this difficulty where the game starts punishing Once you're past sector P, monsters start having enough armor and HP that you severely for not being a master of the ''Gears of War'' mechanics. Enemies gain god-like accuracy with weapons while won't make it very far unless you can be killed in 1 to 3 shots from any weapon. Any melee attack is pull out a OneHitKill and players WILL be rushed by enemies if they camp at their cover for too long. Enemies have almost twice as much health as usual and can only be taken down efficiently with [[ActionCommands Active Reloads]] and [[BoomHeadshot headshots]]. The worst part, however, is there is no going DBNO for you: if you lose all your health, you '''die''' grade 5-6 gem on the spot. The only saving graces are that [[AntiFrustrationFeatures your AI teammates first wave. Several maps after that, you need to have more health and will not bleed out if they go DBNO, so they can help you get through enough knack to make pathing harder for the campaigns solo]].mooks on top.



*** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.

to:

*** ** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DifficultySpike: In ''Chasing Shadow'': The jump from Hardcore to Insane difficulty is ''staggering'' to say the least. It's at this difficulty where the game starts punishing you severely for not being a master of the ''Gears of War'' mechanics. Enemies gain god-like accuracy with weapons while you can be killed in 1 to 3 shots from any weapon. Any melee attack is a OneHitKill and players WILL be rushed by enemies if they camp at their cover for too long. Enemies have almost twice as much health as usual and can only be taken down efficiently with [[ActionCommands Active Reloads]] and [[BoomHeadshot headshots]]. The worst part, however, is there is no going DBNO for you: if you lose all your health, you '''die''' on the spot. The only saving graces are that [[AntiFrustrationFeatures your AI teammates have more health and will not bleed out if they go DBNO, so they can help you get through the campaigns solo]].

Added: 672

Changed: 1753

Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Swarmers. These appear in [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.
** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.
** Beacons in ''Chasing Shadows'' are also a nuisance. They can't attack you directly, but they can support the monsters that do attack you and take up precious space from where you could be placing other buildings. Hope a Discharging Beacon doesn't appear next to your DPS gems. Or a Static Beacon doesn't appear where you were planning on building.

to:

* GoddamnedBats: GoddamnedBats:
**
Swarmers. These appear in [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.
** *** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.
** Beacons in ''Chasing Shadows'' are also a nuisance. They can't attack you directly, but they can support the monsters that do attack you and take up precious space from where you could be placing other buildings. Hope a Discharging Beacon doesn't appear next to your DPS gems. Or a Static Beacon doesn't appear where you were planning on building. Beacons in later phases of Endurance Mode come with so much health and armor that they can take a few minutes' worth of focus fire before being destroyed, forcing a SadisticChoice of either leaving the Beacons alone to continue to keep the monsters at bay, or letting monsters through to eradicate the Beacons themselves.
Is there an issue? Send a MessageReason:
None


** K1 Trial Mode in ''Frostborn Wrath'' is nothing but an [[LuckBasedMission RNG antics]] with you praying that the three Watchtowers there (that cannot be destroyed since you have not Bolt) don't target your towers too often, especially during the waves with swarmlings which require towers to deal with them.

to:

** K1 Trial Mode in ''Frostborn Wrath'' is nothing but an [[LuckBasedMission RNG antics]] with you praying that the three Watchtowers there (that cannot be destroyed since you have not Bolt) don't target your towers too often, especially during the waves with swarmlings which require towers to deal with them.them.
* UnderusedGameMechanic: There is a grand total of ''one'' field that features Watchtowers in ''Frostborn Wrath'' (so far anyway). Considering only Journey Mode there is a single Watchtower in the entire game, and three if you count in Trial Mode. Kinda sad considering they are interesting ally/enemy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneDisadvantage:
** 'Hatred' in ''Chasing Shadows'', which causes first enemy wave have their HP multiplied and those of subsequent wave scale quicker. Everyone will tell you that [=XP=] multiplier for this is not worth it.
** The same thing is back in ''Frostborn Wrath'', but there are now other things to not bother with such as 'Thick Air' (damage is capped at certain fraction of enemy's max HP) and Insulation (adds a shield to enemy, needing a supplementary attack to get rid of it).

Added: 1435

Changed: 625

Is there an issue? Send a MessageReason:
None


** Later levels in ''Frostborn Wrath'' have Watchtowers, which indiscriminately attack the monsters and ''your towers'', with gems socketed in destroyed towers being lost. The fact it attacks both actually makes it hard to predict what it does next, seeing that the only warning before it destroys the tower is a black ominous fog above it and slightly slower animation. They also can be destroyed by bolts from, you guessed it, gems in towers, meaning you have to be in line of fire to retaliate.



* ThatOneLevel: Field U8 in the Steam version of ''Chasing Shadows'' contains a tome to unlock the Chain Hit gem. The problem is that the tome requires significant effort to accomplish - defeat '''2700''' monsters in the range of the tome chamber. For comparison, the next highest such requirement after that just requires 790 monsters. You ''will'' need to extend the level with difficulty modifiers and/or do extensive wave-enraging just to squeeze out enough monsters to fulfill the requirement. Even worse on Iron Wizard mode due to scarcity of skill points and the fact you have to enrage them there, since you don't have Battle Traits.

to:

* ThatOneLevel: ThatOneLevel:
**
Field U8 in the Steam version of ''Chasing Shadows'' contains a tome to unlock the Chain Hit gem. The problem is that the tome requires significant effort to accomplish - defeat '''2700''' monsters in the range of the tome chamber. For comparison, the next highest such requirement after that just requires 790 monsters. You ''will'' need to extend the level with difficulty modifiers and/or do extensive wave-enraging just to squeeze out enough monsters to fulfill the requirement. Even worse on Iron Wizard mode due to scarcity of skill points and the fact you have to enrage them there, since you don't have Battle Traits.Traits.
** K1 Trial Mode in ''Frostborn Wrath'' is nothing but an [[LuckBasedMission RNG antics]] with you praying that the three Watchtowers there (that cannot be destroyed since you have not Bolt) don't target your towers too often, especially during the waves with swarmlings which require towers to deal with them.

Added: 1539

Removed: 1256

Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Swarmers. These appear in [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.
** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.
** Beacons in ''Chasing Shadows'' are also a nuisance. They can't attack you directly, but they can support the monsters that do attack you and take up precious space from where you could be placing other buildings. Hope a Discharging Beacon doesn't appear next to your DPS gems. Or a Static Beacon doesn't appear where you were planning on building.


Added DiffLines:

* GoddamnedBats: Swarmers. These appear in [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.
** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.
** Beacons in ''Chasing Shadows'' are also a nuisance. They can't attack you directly, but they can support the monsters that do attack you and take up precious space from where you could be placing other buildings. Hope a Discharging Beacon doesn't appear next to your DPS gems. Or a Static Beacon doesn't appear where you were planning on building.
* GrowingTheBeard: The first game was much smaller and simpler, with far fewer mechanics and little to no trace of the series' MythArc, instead featuring little more than an ExcusePlot about a wizard fending off monsters. The series has just grown larger and more complex from there.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpiders: In ''Chasing Shadows,'' it's possible for monsters of all classes to have up to three "marks" that determine secondary abilities. This means there could potentially be a wave of monsters that [[LightningBruiser move twice as fast as normal, burn a set percentage of your mana in addition to normal banishment costs, and have extra armor, health or health regeneration.]]
** Other possible marks that monsters in a wave can include the ability to heal fellow monsters on death, [[AsteroidsMonster drop 3 swarmlings on death,]] summon a beacon on death (see below in GoddamnedBats,) start with shields, and force gems to be resocketed on death.


Added DiffLines:

** Beacons in ''Chasing Shadows'' are also a nuisance. They can't attack you directly, but they can support the monsters that do attack you and take up precious space from where you could be placing other buildings. Hope a Discharging Beacon doesn't appear next to your DPS gems. Or a Static Beacon doesn't appear where you were planning on building.
Is there an issue? Send a MessageReason:
None


* ThatOneLevel: Field U8 in the Steam version of ''Chasing Shadows'' contains a tome to unlock the Chain Hit gem. The problem is that the tome requires significant effort to accomplish - defeat '''2700''' monsters in the range of the tome chamber. For comparison, the next highest such requirement after that just requires 790 monsters. You ''will'' need to extend the level with difficulty modifiers and/or do extensive wave-enraging just to squeeze out enough monsters to fulfill the requirement.

to:

* ThatOneLevel: Field U8 in the Steam version of ''Chasing Shadows'' contains a tome to unlock the Chain Hit gem. The problem is that the tome requires significant effort to accomplish - defeat '''2700''' monsters in the range of the tome chamber. For comparison, the next highest such requirement after that just requires 790 monsters. You ''will'' need to extend the level with difficulty modifiers and/or do extensive wave-enraging just to squeeze out enough monsters to fulfill the requirement. Even worse on Iron Wizard mode due to scarcity of skill points and the fact you have to enrage them there, since you don't have Battle Traits.
Is there an issue? Send a MessageReason:
None


** In the same game, bloodbound/mana leech/chain gem is another contender. This combo allows you to rask insane amounts of mana incredibly quickly, especially on enraged waves. And if you put this after bloodbound/slow/chain, the waves that this gem can't kill will give you immense amount of mana that will allow you to create stronger gems and retaliate.

to:

** In the same game, bloodbound/mana leech/chain gem is another contender. This combo allows you to rask rack insane amounts of mana incredibly quickly, especially on enraged waves. And if you put this after bloodbound/slow/chain, the waves that this gem can't kill will give you immense amount of mana that will allow you to create stronger gems and retaliate.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the same game, bloodbound/mana leech/chain gem is another contender. This combo allows you to rask insane amounts of mana incredibly quickly, especially on enraged waves. And if you put this after bloodbound/slow/chain, the waves that this gem can't kill will give you immense amount of mana that will allow you to create stronger gems and retaliate.
Is there an issue? Send a MessageReason:
None


** In ''Chasing Shadows'', a bloodbound/poison/chain hit gem is this. Poison ignores armor and bloodbound increases the damage and special according to the number of hits, which means that with chain hit... you may instakill several waves at once, if you're playing a long level. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.

to:

** In ''Chasing Shadows'', a bloodbound/poison/chain bloodbound/crit/chain hit gem enhanced with bolt is this. Poison ignores armor and Crit adds a chance for multiplied damage, bloodbound increases the damage and special according to the number of hits, and the bolt enhancement makes mook armor [[NoSell ineffective]], which means that with chain hit... you may instakill several waves at once, if you're playing a long level.level or endurance. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.
Is there an issue? Send a MessageReason:
None


** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts.

to:

** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts. If you have maxed out Giant and Swarmling Domination, Endurance mode will be effectively ''only'' Giants and Swarmlings.
Is there an issue? Send a MessageReason:
None


** Also in ''Chasing Shadows'', the True Colors and Resonance skills. The former improves stats for pure-color gems and reduces the penalty on multicolored ones. The latter increases the stats on ALL gems. Using both it's possible to double or even triple your damage output with ease and still have plenty of points left for other skills, making beating the rest of the story super easy.

to:

** Also in ''Chasing Shadows'', the True Colors and Resonance skills. The former improves stats for pure-color gems and reduces the penalty on multicolored ones. The latter increases the stats on ALL gems. Using both it's possible to double or even triple your damage output with ease and still have plenty of points left for other skills, making beating the rest of the story super easy.easy.
* ThatOneLevel: Field U8 in the Steam version of ''Chasing Shadows'' contains a tome to unlock the Chain Hit gem. The problem is that the tome requires significant effort to accomplish - defeat '''2700''' monsters in the range of the tome chamber. For comparison, the next highest such requirement after that just requires 790 monsters. You ''will'' need to extend the level with difficulty modifiers and/or do extensive wave-enraging just to squeeze out enough monsters to fulfill the requirement.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Chasing Shadows'' particularly enjoys sending waves of giants followed shortly or even directly by waves of swarmlings. Focus on the swarmlings? Giants will get through and do massive damage. Focus on the giants? Swarmlings will race through by the dozens and deliver a DeathOfAThousandCuts.

Added: 805

Changed: 432

Is there an issue? Send a MessageReason:
None


* GameBreaker: There a concept known as supergems, which are specially constructed gems to maximize damage output for as cheap as possible. Such a construction is practically the only way to hold back enemies for all waves in endurance missions (Gemcraft 0 or Labyrinth). The exact construction differs among the different Gemcraft versions, but the most common method is combining a gem with another gem that's two grades lower.

to:

* GameBreaker: GameBreaker:
**
There a concept known as supergems, which are specially constructed gems to maximize damage output for as cheap as possible. Such a construction is practically the only way to hold back enemies for all waves in endurance missions (Gemcraft 0 or Labyrinth). The exact construction differs among the different Gemcraft versions, but the most common method is combining a gem with another gem that's two grades lower.



** In Chapter Zero, supergemming Red/Orange combo to max speed, range and specials, and then setting it into trap was equal to setting a gem that skyrockets your mana that is self-sufficient for a good while and is probably your backbone in Endurance runs.
** In Labyrinth, there are two common tactics. First is using the Red Bloodbound gem, which increases damage based on a percent of total kills. Next is the Lime/Yellow combination, which hits multiple targets with a damage multiplier.
** The red gem in Labyrinth isn't a let down by itself, because it gains increased damage based on the percent of total kills, allowing it to deal extreme amounts of damage with enough kills.
** In Chasing Shadows, a bloodbound/poison/chain hit gem is this. Poison ignores armor and bloodbound increases the damage and special according to the number of hits, which means that with chain hit... you may instakill several waves at once, if you're playing a long level. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.

to:

** In ''In Chapter Zero, Zero'', supergemming Red/Orange combo to max speed, range and specials, and then setting it into trap was equal to setting a gem that skyrockets your mana that is self-sufficient for a good while and is probably your backbone in Endurance runs.
** In Labyrinth, ''Labyrinth'', there are two common tactics. First is using the Red Bloodbound gem, which increases damage based on a percent of total kills. Next is the Lime/Yellow combination, which hits multiple targets with a damage multiplier.
** The red gem in Labyrinth ''Labyrinth'' isn't a let down by itself, because it gains increased damage based on the percent of total kills, allowing it to deal extreme amounts of damage with enough kills.
** In Chasing Shadows, ''Chasing Shadows'', a bloodbound/poison/chain hit gem is this. Poison ignores armor and bloodbound increases the damage and special according to the number of hits, which means that with chain hit... you may instakill several waves at once, if you're playing a long level. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.trap.
** Also in ''Chasing Shadows'', the True Colors and Resonance skills. The former improves stats for pure-color gems and reduces the penalty on multicolored ones. The latter increases the stats on ALL gems. Using both it's possible to double or even triple your damage output with ease and still have plenty of points left for other skills, making beating the rest of the story super easy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In Chapter Zero, supergemming Red/Orange combo to max speed, range and specials, and then setting it into trap was equal to setting a gem that skyrockets your mana that is self-sufficient for a good while and is probably your backbone in Endurance runs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the original, the pure red splash damage gem was this. One winning tactic is to make a top grade red gem to start with (restarting until you got one), and then starting 5-10 waves at once. Once you get to the maximum grade, a single red gem would be sufficient to kill the majority of the entire level, and the splash meant 10 waves could be dealt with as easily as one. Then, the additional mana from the early waves would give enough to create multiple additional top-level pure gems for rest of the waves, and the extra experience would give additional points for skills.
Is there an issue? Send a MessageReason:
None


** In Chaasing Shadows, a bloodbound/poison/chain hit gem is this. Poison ignores armor and bloodbound increases the damage and special according to the number of hits, which means that with chain hit... you may instakill several waves at once, if you're playing a long level. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.

to:

** In Chaasing Chasing Shadows, a bloodbound/poison/chain hit gem is this. Poison ignores armor and bloodbound increases the damage and special according to the number of hits, which means that with chain hit... you may instakill several waves at once, if you're playing a long level. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.
Is there an issue? Send a MessageReason:
None


** The red gem in Labyrinth isn't a let down by itself, because it gains increased damage based on the percent of total kills, allowing it to deal extreme amounts of damage with enough kills.

to:

** The red gem in Labyrinth isn't a let down by itself, because it gains increased damage based on the percent of total kills, allowing it to deal extreme amounts of damage with enough kills.kills.
** In Chaasing Shadows, a bloodbound/poison/chain hit gem is this. Poison ignores armor and bloodbound increases the damage and special according to the number of hits, which means that with chain hit... you may instakill several waves at once, if you're playing a long level. This effect is increased if the gem is placed in a trap directly after a bloodbound/slow/chain hit gem trap.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The red gem in Labyrinth isn't a let down by itself, because it gains increased damage based on the percent of total kills, allowing it to deal extreme amounts of damage with enough kills.

Changed: 726

Removed: 425

Is there an issue? Send a MessageReason:
None


* GameBreaker: Red gems in ''Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.
** There is also a concept known as supergems, which are specially constructed gems to maximize damage output for as cheap as possible. Such a construction is practically the only way to hold back enemies for all waves in endurance missions (Gemcraft 0 or Labyrinth). The exact construction differs among the different Gemcraft versions, but the most common method is combining a gem with another gem that's two grades lower.

to:

* GameBreaker: Red gems in ''Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.
**
There is also a concept known as supergems, which are specially constructed gems to maximize damage output for as cheap as possible. Such a construction is practically the only way to hold back enemies for all waves in endurance missions (Gemcraft 0 or Labyrinth). The exact construction differs among the different Gemcraft versions, but the most common method is combining a gem with another gem that's two grades lower.
Is there an issue? Send a MessageReason:
None


* GameBreaker: Red gems in ''Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.

to:

* GameBreaker: Red gems in ''Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.monsters.
** There is also a concept known as supergems, which are specially constructed gems to maximize damage output for as cheap as possible. Such a construction is practically the only way to hold back enemies for all waves in endurance missions (Gemcraft 0 or Labyrinth). The exact construction differs among the different Gemcraft versions, but the most common method is combining a gem with another gem that's two grades lower.
** In Labyrinth, there are two common tactics. First is using the Red Bloodbound gem, which increases damage based on a percent of total kills. Next is the Lime/Yellow combination, which hits multiple targets with a damage multiplier.
Is there an issue? Send a MessageReason:
None


* Red gems in ''VideoGame/{{Gemcraft}} Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.

to:

* GameBreaker: Red gems in ''VideoGame/{{Gemcraft}} Labyrinth''.''Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Swarmers. These appear in [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.

to:

* GoddamnedBats: Swarmers. These appear in [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.Mana.
* Red gems in ''VideoGame/{{Gemcraft}} Labyrinth''. While in the earlier ''Gemcraft'' installments reds did SplashDamage, in ''Labyrinth'' they are "bloodbound" which means that percentage of their kills adds to the damage they give. [[DiscOneNuke Without difficulty modifiers on earlier maps they can easily run the whole map alone]]. In later levels, ''especially'' with difficulty modifiers, ''not'' having a gem with at least some substantial red can be the difference between a CurbStompBattle for you and for the monsters.
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: Swarmers. These appear in [{ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these can easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.

to:

* GoddamnedBats: Swarmers. These appear in [{ZergRush [[ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these can easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoddamnedBats: Swarmers. These appear in [{ZergRush large groups]], and while weak, they're fast and require that you either use a SplashDamage[=/=]ChainLightning tower (the latter of which chains less than half the time), or build lots of weaker towers and therefore making your strategy weaker to armored units (while spending money on towers). Furthermore, these can easily distract your towers from attacking the stronger enemies. Thankfully, Swarmers do not do much damage to your Mana.

Top