I have played modes with charm inventory and i am fine with it. It makes playing more comfortable as you dont have to run into town all the time. Version showed here is kind of silly . I know, I know its another tab but still it looks funny
I would be fine with classic version of having inventory twice as bigger so you can use much bigger space, but only half of it could hold charms.
i would go at leats 4x10… otherwise items like polearms, 2 handed swords,and staffs won’t fit. but yeah
this isn’t rocket science… just add more space that charms “dont” work in.
every pvp and twinked out character is already using max charms. there is no “balance change”
in fact this helps the lesser used weaker classes get on the same footings as they NEED thier skillers to be able to kill in hell where as the meta stuff doesn’t and can easily diytch them for more carring capacity.
meaning its bring the weaker classes more in like with the op ones.
Well yes that is the easy option. I suggested 3x10 so that there was still some inventory management to decide on. If you do wish to pick up a pole or bow thats 4 slots high, you gotta leave 2 spots open in the charm inventory for it.
Gives both sides a win.
it 100% is a buff if you can now carry charms without a penalty of sacrificing space for items. you dont seem to understand basic definitions. there are buffs beyond simply damage numbers. It would make the game easier and there would no longer be the trade off scenario - aka buff
It is QOL. Dont say that I dont understand it when I suggested a middle ground suggestion that still involves “trade-off” …
I would be fine leaving it as is, but you know what ,I can live with a few extra slots that are LOOT only and having to decide if I want to expend a few power slots for a cube, or 2 spots for a 4x4 item.
you are making it less of a trade off allowing for more inventory/charms as a net. that is a buff. why are you opposed to calling it what it is? just because you make it less of a buff than an alternative change doesnt make it a non-buff.
if you think this is purely QoL then no, you still do not understand the trade off
How is negating being able to easily pick up xbows and pole arms a QoL improvement? While I agree with charm inventory flat out just 4x10 and loot being 4x10 overall I understand the concerns of power creep which could probably be easily adapted. But to regress into a crappier way to playing seems foolish does it not? I’m all for a challenge I think they should probably double monsters HP as is, but lets get away from the weird space mechanics. Dual 4x10 only one valid for charms. Let people stack stuff in stash/sharedtabs. Let people have many shared tabs mules should be a thing of the past. Call out the devs on their BS arugment on space costs money.
How? You are wrong, I am suggesting the EXACT same amount of charm power that players can use. It is no buff. Just adding some loot slots for QOL.
If anything you may have to sac 2-4 spots if you want the cube in there as most do now anyways.
by adding the loot slots then you are reducing/removing the penalty (trade off) for carrying more charms. not sure how much clearer i can be. if it becomes easier to have more charms then players are getting buffed. this is pretty simple
good then we have nothing to debate. making it easier to use more charms / the max is a buff. you may not think its a significant buff or one you care about but thats not relevant.