Really?
I die in one hit now, the damage being boosted is not going to change anything towards me whatsoever, actually it will improve my chances as if people boost damage, I'm just going to have higher dodge.
But as you're intent blaming this stance on some perceived benefit I would gain, I'll just explain this to you as basically as I can.
More damage=More heal costs for enemy.
More heal costs=Less people attack you
People attacking less=Less afk deaths in WL (prioritizing easier targets)
Less afk deaths in WL=more credits saved from less heals
More credits+Less deaths=more wins via attacking as one has the credits.
So I repeat. ANY damage boosting is massively unbalanced.
Due to combat edge AND basic player behaviour to take the path of least resistance.
Now that's out of the way...
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I do enjoy the idea of only one colour gem per item, but even that is flawed.
9 crystal types, and on the standard dual scythes build, only 6 are of any actual use (as nobody will be boosting speed or an attacking skill they're not using)
4 slots, 6 potentials.
If armour is only boostable on armour and the attacking skill on a weapon, we're left with 5 realistic choices into 4 slots...
Very inflexible, not what this was designed for.
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So what now? Hard bonuses still very easy to work with - they'd behave similar to combat abilities.
My ideas so far:
All crystals>Hard bonus
Fire>Health bonus
Fire>Small bonus to all other stats
limit of 2 crystals of same colour per equip
2 limit+optional 3rd with penalty of unusable 4th.
If all give a hard bonus, and fire is either health/all others, fires get to keep their prestige as high value - they're still very useful.
The 2 crystals limit means that effectively 2 stats will need to be boosted at minimum, which at least opens up a paper/scissors/rock style system.
It'd be a lot easier to figure this out if you guys could help contribute your own ideas too, rather than just effectively agree/disagree. Like how suggestions forum works...
As for the last point, I was the one who first brought up the idea of flat bonuses on crystals if you go back and look.
Your statement that somehow I'm stating your anti-damage stance is somehow related to perceived benefits you would receive is self refuting. I, in fact, used you as an example to refute your own statement that there is "no circumstance where boosting the damage stat is ever balanced."
What I have a problem with is you posting shoddy arguments, like that wonderful slippery slope and claiming that somehow they nullify all other positions, as if it's somehow a given that we all will somehow agree with you simply because you say it's been answered.
The fact is that all of these affect healing costs, accuracy means more hits, dodge means less, both affect hp costs as much as damage. Your speculation that somehow this is going to translate to people attacking less in WL is highly questionable at best.
I do however agree with you on the limitations of only enhancing existing stats on items, which is why I initially proposed:
Crystals will grant a % increase to a stat based on their colour and state.
Shard: +1
Small: +2
Medium: +3
Large: +4
Perfect: +5
Obviously, damage would only be applied to weapons, although I suppose you could put it on an amulet, since you can't actually hit anyone with an amulet it would be completely wasted. Stat bonuses however apply to everything, so it would be conceivable that someone could have +20 accuracy tacked onto their titan. Armour might have to be limited in application as well.
The other issue is that now Zorg is suggesting a 7 tier crystal system, which makes me feel your suggestion of 2 crystals/color/item is probably best, as a 28 increase to anything becomes ridiculous.