Now I know game is not looking to have one during launch, but thinking about controllers over the past hour in another discussion prompted an idea on how to address the issues players have with them, so just wanted to share.
Charm inventory would still be 4x10, so that it would not be a balance change on what is already possible with the current inventory. However, only charms can go in it; regardless of whether or not the charm is identified. Charms would not be able to be placed in the normal inventory, so if a player was running full charm inventory of activated charms, they would be unable to pick up new charms.
This would address the issues with:
a) PvP charm swaps
b) Decision making as you would still have to decide on how full your charm inventory would be for bonuses and picking up additional charms.
c) Controller support for inventory management
While b does still have the issue of space vs power that the current system has, it would not be so limiting on loot space, and reduce clunkiness of controller management.
Im for charm inv, idk why this is still discussed, its huge qol especially for controller users, some ppl may take this game too seriously lol.
After some sessions with Median, PoD or PD2 its hard to back to small inv tetris from 90s.
Idk why purists/pvprs dont crying about controller support and auto aim it gives, it was one from small list of worst kind of hacks in D2 history, worse than tmc and far cast lol.
It really hasn’t been discussed here for awhile, but when I posted this, it was sort of a spur of the moment idea as I was discussing controller schemas with another poster. All signs point to not being there at launch, and I think the devs mentioned it somewhere in an interview on knowing player reasons for wanting one, but it wasn’t something they were currently pushing. I was initially against it due to feeling it would be a loot balance change in FFA, but after seeing it in action by testing PD2 for a couple of hours, I thought it would be a much better idea, as long as it was limited to charms only and it would be a boon for controller inventory management.
Weapon swapping already exists, and gear swaps exist too if a player doesn’t run full charms. I don’t know pvp very well, thus am not familiar with the metas around it, but really…how much gear really is useful for swapping, and unless a player is cheating by using a script they shouldn’t be using in the first place, by the time a player swaps a full set of gear, BOOM! Dead. And really, same thing could be said of PvP in Classic.
The problem is macros. There are macros in every game and they are impossible to eliminate. Here is what people will use macros to do with an extra charm inventory:
An ele druid has 9x ele skillers in his charm inventory.
The ele druid has 9x summon skillers in his normal inventory.
The druid pushes a macro to quickly swap his ele skillers into the normal inventory and the summon skillers into the charm inventory.
The druid then casts a high level bear, oak, vine.
The druid pushes macro again to swap ele skillers back into charm inventory.
^ The macro would do this so fast that it wouldn’t be inconvenient to use macros like this at all even during a pvp match. So ultimately what we’re looking at is that having two inventories where only one of them allows charms to work, is as good as having two inventories where charms work.
The only possible way to eliminate this problem would be to incorporate a feature that locked anything from going into or leaving the charm inventory when the player was not in town. So in other words, to reconfigure your charm inventory you’d need to go into town to be able to do it. And even then, people would still abuse fast TPing to be able to stack prebuffs for various things like I mentioned.
I don’t think you either fully read my statement, or didn’t understand it. My idea was that charms could NOT enter the regular inventory. Meaning both picked up, unidentified charms and identified charms shared the same 4x10 space. Thus, if charms can’t enter the general inventory, they can’t be swapped back and forth, and maintains that decision making still of running full charms for bonuses, or leaving space to pick up new charms.
No, I actually didn’t catch that the first time around.
This suggestion is in the right direction.
However, this then allows the normal inventory to be completely full of macro swap prebuff gear, like Treachery for fade, Demonlimb for chant, spot for a sorb stack swap, +skill gear for a big BO prebuff, ect ect.
No matter how we look at this or try to approach it, giving charms their own inventory creates a lot of power creep for both pvp and pvm.
Once upon a time, a 10x10 stash and shared stash were mod only. Now it is officially being introduced into a remaster of the official game. Comments like that, are just closed minded. Now if I was suggesting giving Paladin a Holy Nova skill, then your comment would be more warranted.
People already do this, to some extent in the cube while fighting ubers. But really, it was sort of a moot point since it wasn’t something that is going to be in the launch of the game, just an interesting thought to address the decision and charm swap complaints I’ve seen.
Yeah, but the way it works now, sacrificing skillers to be able to carry around a cube for such things is definitely a hard decision to make, which is why it was deemed long ago that cube play was GM in pvp. There is give & take when deciding on 9x skillers or 7x skillers with a cube. And if you wanted to carry MORE gear, you’d be losing more skillers to do it. This is a balanced choice to make.
Having all your charms in a special charm inventory, which leaves your entire normal inventory panel open with your cube in there, is like having your entire stash with you all of the time for prebuffs & gear swaps on macros. This is just too much man. Way too much power creep.
Your premise is based on cheating, not actually playing the game. In a loot based game, it’s not unreasonable for players to want to actually have space to pick up loot. But anyways, pays me no real mind either way. I was thinking about the big picture with controllers and console play. My hope is that the game gets big, not just on PC, but on the consoles and finally maybe be able to breath some new life into the game. I want the game to be successful as a whole, not just for those that quite frankly, have already abused the game through cheating and exploits and that will do it again in D2R.
Did your comments magicaly changed? I dont think so. No need to read it again.
Again, people can do it even now, the argument with cube is pointless. Why would I need to have cube? I will try to explain it so you understand it:
you place some charms into stash
you pick up prebuff gear
you use wp to prebuff yourself
you take charms back and place prebuff gear back to stash.
Its really not that hard…
If you are allowed to do that, and duel is important for you, you will do this without issues. If its not allowed in duel, you cant prebuff yourself anyway as everyone would see you switching gest, using enchant and stuff like that.
Yeah I gotcha, it’s just that cheating is real, especially macros. Like every gaming mouse has software designed around macro use. It is a part of gaming now. Furthermore, most people don’t even consider macros cheating in 2021. And any change you make to the game for console will be on PC version and any change on PC version will be on console.
If the history of gaming has taught us anything, it’s that people will find ways to exploit everything and they will use those exploits. It will happen.
My dude, you have the worst sense of game balance out of anyone else in this forum.
Can you stop using your own words and mask it as my quote please? Its really lame as i didnt say it… Its sad you do this instead of adressing what i said.
I’m fine with macros on games that support them. I play FF14 on controller using macro setups that are part of the game. Just because exploits and cheating exists, doesn’t mean you have to make the game less accessible to all. D2 tried to address this with 1.10 by making the game more challenging in ways that limited physical damage skills, thus decreasing the build and itemization diversity, and in actuality, promoted exploiting and cheating the game by removing elements of party play when they introduced enigma, cta, and Hammerdin.
But anyways, at least you are presenting arguments and not just being dismissive about it. While I’ve learned to accept the current balance over the years, I’m still salty about how bad and limiting it is for the physical classes without very specific gear as opposed to the variety of gear choices prior.