I am writing to provide some feedback and suggestions regarding the Horadric Cube’s storage functionality and its interaction with the inventory system. Currently, we have two distinct storage areas:
Horadric Cube Space:Charms do NOT grant their bonuses when placed here.
Normal Inventory Space:Charms grant their bonuses when placed here.
However, the current implementation of the Horadric Cube as a storage solution presents some significant usability challenges:
Its storage capacity is very limited.
Managing items between the Cube and the main inventory is cumbersome.
To address these issues and enhance the player experience, I propose the following improvements:
Significantly Increase Horadric Cube Storage Capacity: Expand the Horadric Cube’s grid to match the size of the player’s main backpack inventory (e.g., 10x4 slots or equivalent).
Integrated Cube View with Backpack: When opening the main inventory/backpack, the Horadric Cube’s storage grid should automatically become visible, positioned directly below the main backpack grid. This creates a unified and much more accessible inventory management view.
Separate Cube storage and Cube recipes: Provide a toggle button to open the traditional, dedicated Horadric Cube interfaceonly when needed, specifically for performing Cube transmutations/recipes. This keeps the integrated view clean while preserving full Cube functionality. And for players, there’s no need to empty the Cube before applying recipes.
Quest-Based Cube Storage Expansion (Optional): If feasible, consider adding a quest (perhaps placed in Act IV) that rewards the player with permanent expansions to the Horadric Cube’s storage capacity. For example, completing this quest on each difficulty level (Normal, Nightmare, Hell) could grant an additional 2x4 or 3x4 grid space.
Long-Term Vision: Decouple Cube Storage from Inventory (Bonus Suggestion):
Rework the Horadric Cube’s storage so that it no longer consumes inventory grid space . Treat it as a dedicated storage panel (e.g., accessed like a stash tab). This would allow players to:
Equip and fully benefit from all Charms (e.g., up to 9 Grand Charms + Torch)
Simultaneously access a large dedicated storage grid (e.g., 4x10) via the Cube.
Implementing suggestions 1-4 would dramatically improve inventory management flow and reduce frustration. Suggestion 5 represents a more fundamental but highly desirable shift that would resolve the long-standing tension between Charm effectiveness and storage convenience.
Thank you for your time and consideration of these suggestions. I believe these changes would be warmly received by the Diablo community.
It’s already been improved in other D2 projects. You just put another inventory sized grid below the first that acts as the active grid for charms. Your charms do nothing in the original grid, and you can’t put items other than charms in the new charm inventory. Works wonderfully.
While I do think the cube should be bigger (4x4, in order to avoid some recipes being impossible due to ingredients size), I’d rather not have it be the default space to store items, for practical reasons (I don’t want players to have to empty their inventory every time they want to apply a cube recipe).
The extra space should be separate from it.
Charm inventory is really the easiest solution to implement that wouldn’t hurt any balance issues with either PvM or PvP…if anything, it might allow some more obscure builds to do a little bit better in PvM since they can now dedicate an entire inventory of charms.
I play non-exp (and d1) quite a bit too so it is always refreshing to feel that my entire inventory can be utilized for on the go storage. Always felt like a step backwards that exp made inventory management worse with charms…
clean and simple… no more messing with the cube for every decent item drop. same charms potential.
(if the cube/books go in the charm grid that is - otherwise that’s 8 more charm slots heh)
a bit less town trips and probably more gold from picking up things that sell well at the vendor… that’s about it.
Honestly, I think both books, keys and the cube should all get dedicated equipment slots (the book slots could be allowed to carry up to 2 scrolls each when not carrying a book), whether they make a charm dedicated space or not.
The point is that the portal book and the cube are auto-includes in regular gameplay (the only reason to not have them is PvP), and I’d rather not have people worry about whether they should carry keys and identification scrolls or not, as they are basic utility.
Never understood hey you would rather use cube as inventory, than leaving space for the biggest possible item. The min maxing is not worth it.
A separate inventory just for charms would be great tho
I concealed my intentions. Many long-time players in community are opposed to a separate inventory, literally they are opposed to any big change. I wrote this to show that actually the game has a separate inventory - the cube. And to make some tiny changes to make the ready-made separate inventory better to use.
Their main argument is that there is supposed to be a trade-off between convenience (ability to carry loot) and power, though, not that the change is hard to make.
They will complain just as much with your suggestion.
I think changes like Increase Horadric Cube Storage Capacity somehow break the trade-off, but suggestion 2 ---- Cube’s storage grid automatically become visible when opening the main inventory will help a lot and is not related to the trade-off
One big issue is the 8KB file size limit for character files causing items to get deleted when the file size exceeds 8KB. Increasing any of the storage areas contained in the 8KB character file further will only exacerbate the issue.