View Full Version : New Charms
So this week Bashiok said that he liked Charms and they may return them but without the cluttering of your inventory.
I wonder how you could implement them any other way. I mean if you don't put a drawback on them, they are just other equipments which is pretty boring imo.
I mean you already have slots fof belt, gear, pants, rings and so on. By adding charms without taking inventory space its just more free slots for stats. And you definately have to use them to not be on a disadvantage.
I mean, taking up inventory space was not the most fun thing, but at least you have to make decision. ITs not that you need those charms in PvM unless you were playing a sorc.
So the question is, how could you include charms in a clever way? Could there be any downsides?
Chorkstain
21-04-2010, 13:36
Hmm, not sure. They could be like, possessed voodoo charms or something. So the charm confers a bonus, but they contain spirits that don't like it if you do certain things. One charm might not like it if you drain health from a foe. Each time you do that, you take damage and go into hit recovery.
That system I'm not sure about though.
Perhaps Charms can be equippable like anything else, but have effects unlike what you would find on regular equipment. There might be a trend for charms to have active effects, like for example, the 'Holy Crest'. It intermittently fires holy bolts at Undead on sight.
Or the 'Godmother's Brooch'. Each time you get hit when on 30% health or less, you have a 50% chance of being instantly teleported to a random location nearby.
Or the 'Guardian Bracelet'. Enemies that hit you in melee combat get knocked back.
Or the 'Beckoning Tombstone Charm'. Your movement speed increases proportional to how much damage you've taken in percentage. At 20% health, you'd be really really fast. Interesting, because it's at odds with the natural instinct to prefer being on full health.
These effects aren't necessarily desirable, but they would be pretty fun, in my opinion.
Or as mentioned in new this (http://www.diablowiki.net/Talisman)
I'm wondering if they could place charms into categories based on its mods?
Like maybe have 3 different categories, something for melee, casters, and hybrids?
Then to make it interesting, make it so certain class can carry certain amounts from each category, or none from a certain category.
This idea is similar to Death Knights and runes in WoW.
A simple way to avoid the problem of having an inventory full of charms could be to have a seperate bag for charms. The bag has special magic properties so the charm's bonus only get's aplied when the charm is in this bag. You can still put a charm in your inventory if you find one but you won't get the bonus.
Chorkstain
14-05-2010, 02:13
A simple way to avoid the problem of having an inventory full of charms could be to have a seperate bag for charms. The bag has special magic properties so the charm's bonus only get's aplied when the charm is in this bag. You can still put a charm in your inventory if you find one but you won't get the bonus.
Yep, but then it's the same as another item slot. You might as well just have rings for each finger on each hand.
Well as rings can be rare and better, charms are mainly or only standard grade.
Yep, but then it's the same as another item slot. You might as well just have rings for each finger on each hand.
IMO they are meant to add to the diversity of the items in the game and could have bonusses that other items don't have. Also the bag's size could be limited to prevent stacking a certain bonus.
I like the way the Charm system is in D2, but maybe make them bigger so you dont have like a bajillion charms in your inventory. But then that kinda doesn't make sense. Maybe have a limit of 5 charms, it could work with the lore too because they argue that the characters can only have one ring per hand because the magical properties interfere with each other. So they could say any more than 5 charms in your backpack will cause **** to happen too, hence the limit.
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