Look how annoying it is not having charm inventory

Time stamped 18:54

Watch for the next 20 seconds

aka adding it would just its just a qol change, which we all already know.

what’s your point?

LOOK HOW ANNOYING IT IS NOT HAVING CHARM INVENTORY

It’s working as intended. A tradeoff between charm power and inventory space.

I would rather vote for the removal of charms instead of a charm inventory. Having a charm inventory ONLY adds QoL for the VERY endgame when the character is stacked with skillers.

Until then you can just carry every charm you find during leveling and therefore become much more powerful without having to compromise.

They should buff skill trees which are unplayable without the inventory full of skillers rather then making these even more mandatory.

yeah god forbid i keep that 1-18 lighting damage GC in my inventory when lvling… thats soo gamebreaking…

facepaw

Lmao. Great argument for a separate charm inventory tbh. Hopefully they consider it.

You know thats not about a “single” charm if you have basically endless space for them while leveling? Good.

Maybe you smashed your “paw” one time to often against your head. Looks like that lightning damage left his traces over there.

It honestly doesn’t change much except make inventory space less annoying to manage. I’ve played on PoD and PD2. There is no endless space for them.

Quite honestly:
Most low level charms are utter crap and the gold you get for selling them is more useful than keeping them - charm inventory or not.
And the ones who aren’t, you will keep in your inventory either way.

I usually have about 1/3 of my inventory filled with charms when I reach Baal in Hell and the only thing that would change with a charm inventory is the amount of TP scrolls I need to use.

There will still be tradeoff with a charm only inventory. Choosing skiller GC vs small charms etc. I personally like to have a clean backpack inventory. Heck even move the Horadric cube to a separate tab! I always thought that the character inventory was for carrying temporary items from the battlefield to the vendors/stash. Potions should only go in belts etc. The way it’s used now is to permanently boost your stats and that in my opinion is not what the character inventory should be used for.
Adding a separate charms tab/inventory will not change anything negatively. In fact, it will clear up space for pickups. Everyone wins.

That is what is so great about D2 Classic. You don’t have to worry about runes, or charms. What you do have to worry about is the small stash space! :smiley:

The talisman (separate, dedicated space for charms) was one of the good ideas for D3, which was never realized (because there are no charms).

It would be amazing quality of life improvement for D2.

But apparently having the ability to have space for 1 more skiller charm and 2 more lifers would completely destroy the game and make it easy mode, when it was super hard and difficult before…
xxhttps://i.imgur.com/acy1twj.jpg

JK, the gameplay of D2 has always been rather easy compared to most other genres.
It’s not like you need precise aim and strafing like in an FPS;
it’s not like you juggle 30+ skills while coordinating with other players like in an MMO;
it’s not like you need super good APM, macro and micro like in an RTS;
super quick reflexes and precise timing for combos like in fighters ala MK;
and so on…

Whether you’re willing to admit it or not, D2 has always been about game knowledge and a trade simulator, while the gameplay has been easy. The inventory tetris does not add complexity, it’s simply annoying.

All I see is “wahhhhhhhhh”.

You seem to think Diablo had an immutable identity right from the start, and that all of these things were cold calculated decisions, when in reality Diablo went through several patches and iterations that changed the core behavior of the game. When Diablo launched there was a 10th of the items available today, with tremendously less power as well. Needless to say, the game has evolved way beyond that to keep the game entertaining, but things like the inventory system were never iterated on. Everyone who still plays D2 today has grown accustomed to the satisfying behavior of their character at max power with regards to the game in it’s current form - not 1.08, 1.01, or beta. It’s still an action RPG after all, and hangs in that category to this day among the best. When there is a question of {sacrifice} for power, power will win every single time, and is why every endgame character is bloated with charms to not only increase it, but flesh out builds with greater nuance.

That being said; The trade off is still a huge concept in Diablo that shouldn’t be overlooked, or stifled in any way. Personally, I believe the inventory size just needs to be adjusted to coincide more closely with the volume of equipment that’s regularly looted (D2’s inventory feels more like a recycle from D1), like it’s been done with every other QoL mod that’s been made. Path of Diablo for example did a great job increasing the inventory size, while designating the lower half (the full inventory size of d2 normally filled with charms) as the passive charm slot. It’s a good compromise that doesn’t fundamentally change storage management, and still forces people to consider the trade-off you are speaking of.

No one forced him to put them all there. He could put couple charms to his stash to free up some space, but clearly he doesn’t want to.

Lol it’s such a silly argument for me.

When people say “that’s the tradeoff, power for convenience”

It reminds me of classic/tbc WoW where warlocks would have to farm each individual soul shard. Farming them wasn’t the issue for me, but the fact that each one took up one inventory slot and if you were responsible and came stacked on soul shards, then you would have no inventory space.

“pOwEr FoR iNcOnVeNiEnCe”

The only thing I dislike about the charm inventory is it was always ugly when implemented in the d2 mods, but surely blizzard would have a better way to implement it.

In TBC there will be summoning stones and soulwells, so they pretty much fixed that thing there, like lots of things wrong with vanilla. Still I’m not sure if that applies here.

There are spells that consume soul shards other than summoning portals.

this is all about choice

It is good to have these types of tough choices and tradeoffs in games. It also makes the leveling up and gearing up process significantly more interesting.

A lot of elitists will also tell you that you have no choice but to fill up your whole inventory with skiller GC’s and life/mf SC’s.

But really this is just a playstyle and not everyone plays this way. The guy in the above video has this same choice. Really, he does not need his entire inventory full of min-maxing charms to clear chaos sanctuary, but he chooses to, at the cost of inconveniencing himself.

Keep tough choices in games.

lol more interesting? because your totally going to find even 3x4 space worth of charms even worth selling to charsi rather than dropping back on the floor when leveling.

you dont need “MF Sc’s” I’m sorry anything over 300 mf is effectively pointless because of diminishing returns, to a point where going too high on mf can even be detrimental because of the fact that the most expensive late game is is more things like non magic RW bases and runes which, neither of which are affected by MF.

i mean yeah life charms are always good, but thier not really “needed”

the only charms worth carrying when lvling that u can find are the “resist” charms. you cant even start finding skillers until flayer jungle in nm… and even then the chance of them are still terrible.