How can I get my annihilus back?

Hahahahahahahaha
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that’s subjective. some people like having to do do inventory management

I know a way to get it back, no matter how long it’s been since you sold an item…

But to find out you’ll need to donate a Jah rune to me.

When you are up to debate you ask about why they would do it. That’s what I did. I’m up to debate about the charm being or not being sellable. Some folks sell to cut costs of something or just because is convenient to do so while they are refilling stuff. Doing one thing among other stuff instead of just drop in the ground at random periods of time, they could use the time that they would refill their potions, repair their stuff, refill scrolls and stuff like that and do everything at same time by selling it on npc.

Removing the option, would make folks need to drop their undesireable ones. I argued that in my point of view items that could be put on shared stash shouldn’t have a problem of being sellable, when the player argued about those charms being treated as quest items.

That’s kind of discussion can bring some benefits and achieve a middle ground or provide useful feedback for both crowds. Any change as small as can be needs to be weighted on both benefits and problems that could generate because otherwise would end as the current delete function. That’s why I typed maybe they could just put a checkbox under settings and that would apply to all 3 systems and would be up to user chose to disable it or enable it.

Appears to you that the point is only about gold. If you’re up to debate you would see that selling stuff isn’t always about gold is often about ease of use and avoid unnecessary walk or additional steps. Folks sell arrows and bolts and rebuy them because are a way to buy a full pack of arrows/bolts. Isn’t about gold, is about being able to buy arrows/bolts in any npc by selling your previous almost empty one to get a new full one just satisfying the rule of the npc have enough space to provide you a buyback function.

The charms question would behave similarly. With the exception that they wouldn’t be needed to rebuy it, they already gonna use that npc to heal, sell, repair, recharge stuff etc. They being able to use it to throw away undesired stuff are actually a good reason to keep that way.

What’s the point of dropping on the ground 40 gems or selling on the npc? Because would be faster to sell on npc by using hotkey for it instead of drag and drop on the ground every single one of them. If you have more stuff to do in that npc, being able to do more than one stuff in it is a desireable thing to do.

Just because you can’t imagine the useful points, doesn’t mean they doesn’t exist. Like I said before it’s debateable and I’m willing to debate about it because is how things improve and each party opinions shows their strengths and flaws.

You asked about the point of having sellable, now you have it. Now let me know why those charms needs not to be sellable. Because justify as using the wrong interface isn’t an argument, considering that the player can sell stuff in several ways, most of them has some kind of confirmation or better treatment about what the user are doing.

Some folks use patterns to organize their inventory to avoid mistakes while they use the fastest function. Some just knows what kind stuff they can sell because they recognize their stuff. Others will have inventory mess and doesn’t matter how many filters they put on those folks would do mistakes, if you don’t agree search for a post of folks deleting the wrong character after the button press feature.

Doesn’t matter how many interfaces you do, if the user chose the wrong one for his needs is not interface’s fault but the user not using the correct one for them.

There is no workaround about using one interface against another, is just a player option to use certain interface in a way that could work optimaly for that player.

I don’t use any kind of those tricks that folks quoted because I know how to organize my inventory to the point of knowing what kind of perk each charm of mine have and I order it by that kind of perk. Doesn’t matter if is left, right, middle, bottom or top. Is about pattern and organization, folks who doesn’t do that or know what kind of item is in there shouldn’t be using the fastest way to sell stuff, period.

For farm I often organize my mf stuff on the left side, because the number of stuff I carry and the size of the charms I use on those runs. Having useful things on the left and disposable stuff on the right, mostly because almost half of my stash would be empty anyways.
For leveling I often use grand charms so in that regard my left side often are more empty because I would have several items like potions being picked up and could be more faster to sell random sized stuff, so my disposable stuff would be at left.
For ubers I often use mixed types of charms(small, grand, large) so I organize them to provide me a empty square on the middle, because that way I would be easier to identify the new torch.

My stash often has tabs for each kind of item or divisions for it. That way I can swap between builds for farm, leveling or ubers. Also use one or two shared stash for gems/runes while the later one for hotswap between characters. If I play with certain character and share some gear I would put it in there for ease to use, often I have some full reju and things like SoJ, Ravenfrost, spirt, treachery and so on.

Folks plays in different ways, if the player can’t manage well that particular interface, either that player shouldn’t be using it or just learn how to avoid mistakes by using it. That interface wasn’t for general public was for experienced in the game. That’s why you have drag and drop and the sell/buy button on npc. Is not about being better or worst player is just play in your own way.

I have experience enough to know that certain charms have often better value on certain size than others and I organize my inventory based on it, also generates a profile to me to check if I’m ready for farm, level or uber. Everybody has their own system and ways to play, folks shouldn’t use something that cleary doesn’t work for them.

I have some insecurities on stat distribution and skill point. I always double check stuff in that regard, so I never use more than single point distribution on stats or fast click on skills, is common and normal for folks having options and manage the way they play. If you’re not sure what you doing at least you should have the option to do in a way that you’re confortable and safe for it. There’s no problem at all of playing in your own way and use one interface that suits you better than others.

A friend of mine on “dota” game never used mouse and most of the hotkeys in game, he used one hand on mouse by drag and drop skills while the other he used to arrow keys(move screen) and numlock keys(for camera rotation). His skills? Well he played well enough to win some competitions.

There’s no such a thing of one interface for all, in that regard d2r only have in the delete option, which is really bad tbh.

this. just from a matter of logistics, all of your most important items should be squared on the far right side of your inventory. open slots for picking up items in the far left, just an instinctual efficiency should naturally bring this about. less useful items and open space far left so you can easily grab them and sell them or stash them, etc.

put your expensive items on the other side of where you p’up drops.

Problem solved.

In the last 20 years i’ve never sold a torch, anni, sc or large charm accidentally.

It is not work around, it is smart usage of inventory to prevent doing mistake.

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they have a word for that. it’s “workaround”

Teljesen pontos a megfogalmazĂĄsod. Mindig lesz idiĂłtĂĄbb.
“Your wording is completely accurate. He will always be an idiot.”

I just made uniques charms not sellable in my mod
it took me 5 min
Devs should do the same for bnet

You can’t because the purists say preventing sale of those items to vendors will BREAK THE GAME

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I love how old design can be traps for stupidity, it show how lazy people become with “better” design. These people are probably the same ones that deleted their character and their Gheed charm by mistake. Funny how only some kind of players that are getting caught by these “traps”.

Tbh, I think is a sum of factors.

Straightforward game, repetitive tasks, lazy folks, lack of attention and a simple game.

From diablo franchise, d2 is by far the most straightforward and simple one. While all 3 have repetitive tasks. Lack of attention and lazy folks are common on d2 and d3. Makes me wonder is a teleport fault, run feature or just OP stuff. Because I don’t see much of those behaviors on d1.

D3 has confirmation and even so folks do mistakes because the repetitive task and lack of attention, for optimizated purposes folks often ignore messages.

D2 already have similar system but also proved that doesn’t matter the amount of confirmations if folks missuse it will generate problems anyways.

Buyback and unsellable. When they already mechannics to confirm stuff just shows that even if they implement that folks would complain about it. “Takes too much time”, “before was faster”, “someone bought my sold charm”, “it’s tiring drop stuff”, “I dropped the wrong one and left, there’s a way to recover?”

I’m impressed that took like 30 sec to come with most of those problems that folks would have anyways. That’s why I tried to debate. Folks messed in like 2 weeks the new delete fuction that doesn’t have that much usage. Ladder will expose how flawed that system became.

Buyback and unsellable will have folks complaining afterwards. Checkboxes can solve stuff, making all charms unsellable by selecting one checkbox or just make checkbox to ask confirmations in all interfaces instead of the most safe ones. Those options under settings.

In 1-3 weeks folks would complaint about it anyways, but at least they would notice that wasn’t interface’s fault in the first place.

Workaround is what they done on their netcode by not expending time to fix the issue instead of throwing some paliatives. Organization and patterns aren’t workarounds. Folks use the fastest interface to sell stuff fast. Security it’s proportionally inverse to speed.

If you don’t have organization or methodology, using speed alone would generate issues. Folks has options with failsafe mechanisms but chose to not do it.

No interface is perfect, but the user need to use the correct one. Otherwise mistakes are bound to happen.

If you lack organization and attention while you play. You shouldn’t use the fastest way to sell stuff. Interfaces has purposes behind it, user being lazy and using the wrong for him is not interface’s fault.

D2 and D3 already shows that each interface are targeted for certain folks and skipping interfaces that are great for you are recipe to disaster and mistakes.

How can I get my annihilus back?

Open your wallet as you likely did the first time considering this thread.

I was in a weird head-space and did it on purpose without reading any of this and then laughed. I meticulously created a character with crushing blow, no monster heal, life tap wand, no freeze, lightning/fire absorb to kill Dclone in my casual ladder play. I mean. Maybe I will see another Reddit team bring about Dclone, but also what is the harm of having the charm exist in the misc of a vendor.

I kinda go both ways. I did it on purpose because after beating Dclone with NM items I sorta realized it weren’t so hard but also. Ya gotta try a little bit to do ubers and maybe keeping your simple rewards safe is a nice tip of the hat? Again I laughed when I did it. Not hurting my feelings.

I did this a few months after that patch, ages ago. I remember it taking me over a half hour on a melee assassin using a chaos claw lol. I was depressed for days…

While we’re at it, how about we implement a confirmation popup and a 5 sec hold to confirm when we’re about to drop runes and gems to a socket?

Why not when selling a unique item to vendor it asks are you sure?

QoL suggestion, add 10 second count down timer with prompt for unique charms on US server.

you could, but there is still a point of failure there with very little in the way of benefit. with the sell cap and the fact that you can pick up a helmet that hits that cap in about 10 seconds. it would be a pain in the but for other uniques and would add unnecessary friction to a common task. there is hardly a point allowing the unique charms (or honestly any charms), especially torches it to be sellable in the first place. They should be “drop to discard” only.