Hello Guys and gals, I did 8 or so hours of testing on these new charms, and really went over all the variables and I do have some feedback I would like to go over for the Developers.
First off let’s talk about the most important item on the agenda.
DROP CHANCE
Drop chance is so ridiculously key here, if you make these too common they could effectively ruin the game, and if you make them too rare they will be only for the elite characters with unlimited time (or lets be honest Money).
I think the right place for rarity for these Charms is More rare than gheeds, but less rare than Mang Song’s
Where exactly in the middle of those two it needs to be I am not sure but you guys are the devs =)
Also what needs to be taken into account with the drop chance is that there are 6 of them so finding one doesn’t mean you will get the one you want or need.
Second Variables
I think the charms need variables on them to really create some excitement around finding and hunting them.
The simplest variable you could add is just the Negative Resistance. I think a variable between -75% to -125% could make this more interesting to hunt. People would exclaim “Wow I just found a Cold Rupture and it’s -80% Cold Res!! yessss!”
I feel like variables are just so Diablo II, and having items without variables is just not. although Variables are overdone ridiculously on some items, 1-2 variables can be exciting.
now down to specifics
Bone Breaker, I like it for the most part and I do feel it is pretty well balanced, but one of the main issues Physical Fighters have is Attack rating and I would like to see it have maybe -25% targets defense on it. Having a bonus to Attack rating like this would also encourage Melee/Ranged Fighters to have this in their inventory all the time. The Attack rating bonus would also do nothing for physical casters i.e. Druids. Lets be perfectly honest here, all melee and ranged fighters have lots of trouble getting attack rating high enough and that is why so many skills like smite, guided arrow, and Impale end up getting used instead.
Fire, Ice, and Lightning are all fine as is
Black Cleft(Magic)
I find this one to be fine too, the magic resist penalty is a bit harsh at 50% especially considering there is no way to counter that at all. Perhaps bring it down just a bit.
All in all with this charm I find that it reflects just how easy magic damage classes have it in this game as a whole. They have very few immunes to deal with and the fact that this charm is less useful than the others is just a reflection of where those characters stand.
The Poison Charm, Rotting Fissure
It doesn’t break the poison immune doors lol can we get this fixed?
Final Thoughts
I Like the charms because they will enable the use of classes and builds that have gone relatively unused for a long period of time due to Unbreakable or extremely expensive to break Immunities.
I also really like the fact that you didn’t make them overpowered in the sense of lower than 95% resistance. this forces the player to have to work to obtain negative enemy resistance gear and use existing items with in the game to achieve those goals.
What’s Further is that I really enjoy the fact that these charms do less for a character that has no issues with immunes and more for those characters that have the most issues.
I think it’s pretty obvious who had the least issues.
I also think it’s rather ingenious that these charms do nothing for the user vs Non immune monsters. In other words their character will still need to be up to snuff and well built for them to work to their advantage.