Please respect other members. Please do not post links or information about hacking/warez/cheats.
Read the rules of these forums as we rarely warn before banning. Lost or need RSS check the forum map.
Charms are one of features that I really share a lot of love but also a lot of hate.
I really like the unique ones like the annihilus, torch and gheed. But on the other hand when I start to have too much of the blue charms of +res and +skills, I feel that more and more my inventory gets limited and I dont feel like removing it because it would weaken my character. So it keeps that dilemma and for such a loot hunting game that is diablo, it just not healthy.
In the end, you have to find charms and stick it into every orifice thats available in the inventory and the result is a poluted inventory screen that most of time you may end up having only one 3x4 of empty space.
Anyway would you want charms to return in full form, magic + uniques, only uniques or no charms at all?
I think they should stick with having magic + unique charms but change the system a bit. Maybe we should have a separate inventory screen similar to armor/weapons etc that can only hold charms. Basically, you would "wear" your charms and have a specific amount of space for them. This way they aren't cluttering up your inventory.
yay for overpowering your character, and over buffing!
"wearing" the charms is a silly concept. I mean, thats like saying why can't we have 10 fingers? Several slots for "earrings" and more than one ammulet?
The point of the charms wasting inv space was so you have to decide whats more valuable, the space or the +4 to life?
Perhaps just get rid of the charms and make the charactors more powerful.
But the problem with using inventory space is, in a lot of cases, people load up their inventory completely. To really compete, you have to do the same. This leads to people having no inventory space, which is incredibly frustrating.
If they were to have a separate "inventory" for charms only, they could limit how many charms people can carry. Maybe it could be half as big as the inventory. Maybe it could work like the Horadric Cube or something, where you have a "Charm Holder" in your inventory. Perhaps there could be various sizes of "Charm Holders", so the bigger your Charm Holder the more charms you can hold.
I think it's a silly concept that the charms just sit in our inventory taking up valuable space. I realize that there should be some sacrifice for the benefits of the charms, but when you're filling your inventory, it gets to the point of annoyance.
The problem with "balancing" charms is that they can't be balanced.
-You have characters with bad equipment that need the charms AND need the inventory space.
-You have characters with good equipment who don't really need to find anything, and thus load up on skill/damage/life/etc. charms, making them even stronger than the poor ones.
On top of that, you have to consider how massive a difference it is for a character to go from no charms to a full inventory of them. When's the last time you saw a PVP character without a full/near-full inventory of charms?
I thought the charms took away from the power/importance of your ten body items. Since you can hold 40 scs with 20 life each (just an example), it seems dungos isn't really that valuable.
Also, str requirements don't matter much any more either. You can simply mule a bunch of str charms and pump all your points into life. Same with dex requirments, etc.
It seems we started 10 years ago with characters who can hold a precious 10 items, and now we can hold 10 plus 40. So that's 50 items that give you bonuses--way too many imo.
Whenever I think about a new chr, I have to consider wether or not I will have 9 skiller gcs, and ugh....it just doesn't seem right. I agree with the points above about having to lose your inventory to be competitive and annoyance in a game so heavily involved with drops.
This may be irrevalent, but I kind of like the idea of ten fingers for rings, but each ring in the game in this case should only have one mod. This would be equivalent to the game as it is now, since ravenfrost has about 5 mods so two of them gives you 10 ring mods. With ten rings, you would still be limited to 10 mods but you could decide which mods you want. Just an idea.
Limit charms or reduce the number of charms. More unique, singular charms. Remove magic charms altogether. Charm crafting however could be a good idea. Maybe they should only be usable by the creator.
I personally only used unique charms and then a few charms to patch up any holes in my resists and meet the next breakpoint for fhr etc. Perhaps if charms had diminishing returns when overused on one stat, this would re-balance the game so we only carry a reasonable number, not an inventory full.
you say that 50 items giving a bonus is overpowered? not really imo, you have to see the cause of these 50 godly items. Without duping noone on b.net would have their godly equip
And noone at all would have 40 3 20 20s or 9 skillers
(of course its possible through endless mf runs but the equip needed for efficient mf runs comes from duping, u see what im getting at?)
also the problem with unique charms is that since they are so good they must be ahrd to obtain, uber trist, uber dia. Those may seem easy but once again-> dupes helped out here
I believe that if you fix the duping, you fix the OP charm problem, i hope you see my point. And i think blizz will try harder to keep dupes out of the game with D3.
With this logic I believe there is nothing wrong with charms
Also charm-inventory is OP, charms balance ease to kill and mf profit