Separate charm and item inventory

I think this alone would be a huge quality of life improvement. What do you all think?

It would be nice to always have full charms and be able to pick up a lot of potential loot instead of having to stop every time you find a potential good item.

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The idea of charms is trading inventory space for power, however, if they were to bring a dedicated charm inventory, it would be an opportunity to reduce power creep a tiny bit. Example: Reduce the dedicated charm inventory size to 3x10 or 4x8.

It would be interesting to see the results from the Blizzard survey conducted back in 2021 in the months leading to launch. There were two surveys, both leaked; of which, charm inventory was on both. In game clock was another on one of them, which was added to the game by launch.

With that said, there does need to be respect to the idea of abuse (charm swapping for bigger buffs, which is done currently though skillers swapped in and out of cube). You could either lock charms in place while in the field (move charms in, but not out or around within), but I think a better implementation to keep the spirit of inventory Tetris and the “meaningful choices” that those against charm inventory argue and ALL charms go into this space, including unid charms dropped from monsters/chests.

You have general inventory up top, which charms never can go into to and a charm inventory on the bottom. You still have to make decisions on how much space you want to leave open for picking up new charms, while still having the qol of actually having a loot inventory.

However, until Blizzard shows me otherwise, D2R is bottom of the barrel now for Blizzard. Game has not been officially sunset, but they seem unwilling to offer any insight on D2Rs future beyond the little bug fixes we see in the last couple of patch notes, and a buggy wasd feature.

Which is still an awful mechanic. The only benefit this has to any gameplay systems, is the interaction it has with global loot by being a limiter for picking up loot in multiplayer. This space vs power does not offer any actual meaningful decision making that enriches gameplay.

Take for example some old school jrpgs, like maybe Lunar. In Lunar, each party member has a limited amount of slots for items which acts as an overall limit for item usage in general, but also forces the player to make decisions on what party members get what items. Some of these decisions could include which character has a faster action queue in battle, so healing items could benefit them to heal up damage from previous turn, or you could spread some to your slowest character to pre-empt heal at the end of turn, thus reducing the instance of a monster getting the first action and slaughtering a party member before they could act. Much more impactful of a decision making process that impacts gameplay decisions that simply using a cube for storage space or constantly returning to town.

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I mean you have the option to not use charms. I generally leave a 4x4 open in my inventory as a trade off. I don’t really feel the extra reduction in clear time is work dealing with microing that much. Someone who does want to micro at that level can feel free to fill their inventory, and someone that doesn’t mind clearing a bit slower, or having some defensive holes can just bring an anni and a torch.

Charm inventory is just more power creep as it will just make the game easier for people like my that don’t fill their entire inventory with charms to save 5 seconds a run. At this point I don’t consider anything that makes the game easier QoL as it’s directly lowing the quality of fun I’m having.

I’d be down for a charm inventory that was 4x4 though, as long as we also made the players inventory smaller by 4v4. :slight_smile: Be nice to remove some player power.

I do agree the game is too easy, why I only really play p8 TZ on melee classes which makes it a decently fun challenge.

I would prefer they added a 4th difficulty that was super difficult and especially harder for builds like hammerdin and nova sorc that currently are just too good pvm. Wouldn’t be hard to simply adjust mobs resistances and life pools.

I was enjoying my fend Zon as something to mix up, but sadly Decoy is busted so :confused:

I wouldn’t say no to extra storage but at this point it’s not happening.

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That this has already been discussed to death. Trading comfort of gameplay for power was a terrible decision to begin with, and I find it sad that people have bought in to the talking point that charms weren’t power creep because they traded inventory space for power. They definitely were power creep, and the devs simply didn’t want to assume it.

They were power creep, and inventory space, which loot size had been designed around, was reduced due to it, worsening everyone’s experience. Sometimes not having the choice is better.
Games made afterwards did learn that lesson : WoW didn’t have charms. PoE clearly refused making them. Last Epoch made a dedicated charm space, and made charm dimensions matter even more to make their choice more meaningful.

As you can see, the matter of the charm inventory is a very controversial one, due to the existing system having been in place for quite some time. We have a portion of the community that will oppose it in any form (though a portion of it is one that would oppose just about any change, even harmless QoL). The rest will disagree on the dimensions, with a wide spectrum varying from 4x10 to 4x4 or other constraining systems.

I would personally agree with all systems, as long as that system allows at least 2 of each size of charm (I’d even be ok with half of this space being dedicated to the unique charms) and they don’t offer the ability to have more than 40 slots of charms active, and they don’t allow having more than 10 grand charms with no torch or 9 charms with the torch.
The goal isn’t to provide power creep, but to remove the trade-off between power and inventory space, which should never have been there. Ideally, it could be coupled with adding a dedicated slot for the cube. I’d also agree with dedicated slots for the basic keys, the books, and 1 gem, though in this case I can see a reasonable counter-argument that it’s trading convenience for convenience, and hence a reasonable trade-off.

4x8 (or 4x6) is better than 3x10. It is good to force having different charms, rather than 9 times the same one, plus torch and annihilus. I’d even rather go with less square-y dimensions, like Last Epoch’s 5x5 square without the 4 corners and without the center, or a pyramid with 10 squares at its base row, then 8 the second row, 6 the third, 4 the fourth, and 2 the sixth, for a total of 30 squares (or 9-7-5-3-1, for 25 squares, or even 8-6-4-2 for 20 squares).

That goes against the purpose of having that separate space : make looting more comfortable again. Allowing moving charms into the bag only in town would be a very sufficient drawback. You could even require gold at a vendor to change the bag’s contents.

Don’t ask Blizzard for patches, all they can do is destroy at this point.

Actually here is an idea that I think most people would be willing to accept.
Add something in the UI to toggle the cube as always open and accessible on the bottom right, and a checkbox in the options menu to allow looting directly to the cube,

People that want QoL get easier looting with no real draw backs. Doesn’t add to player power, or effect anything other that having to micro manage the cube inventory if you don’t want to.

Hell even just a checkbox to allow auto looting to the cube would be more than enough.

People that want more inventory space can still use less charms, people that want to run 8x GC + anni/torch/smalls with just cube storage still can. People that want to give up their cube for 1 more GC of power can just suck it. :stuck_out_tongue:

I think that’s more along the lines of QoL. Changing nothing but the removal of extra clicks.

I am sold on expanding the inventory, just limit the bottom 4x10 rows to charm benefits, and an extra 4x above that for loot.
As another compromise, make it so the cube can only be placed in that charm section as well so that you have to sacrifice charm power for extra space.

Charms should have never been used by just being in the inventory, they should have needed to be equipped in some fashion just like everything else. That’s what led to stupid things like characters not being able to pick up more than one Anni/Torch/Gheeds at a time. It also leads to stupid things like players looting to the cube caused they’ve used up every possible square of their inventory.

They should either put charm slots near the equipment section or create a second Cube-like inventory that charms need to be dropped into to take effect.

As for how much space is available for charms, I frankly don’t care. Since everyone would have the same limit, it wouldn’t really matter.

That would make small charms mostly useless though :stuck_out_tongue: You kinda need either 4 or 5 height.

Oops, I meant 4x10 not 3. Add a 3x10 on top, 4x10 if they really feel generous.

Make it 5X8. Slight power shrinkage and large charms tick up in value.

I had to go do some stuff but yeah I’d considered 5 height as well.

Don’t get me wrong I’m against a charm inventory entirely, but if my some miracle it was to be implemented, I’d say 5x5 honestly as a nice compromise on power, and aesthetic. Toss a pentagram in the background… could be nice.

That gives you 5xGC, anni, torch, one SC, and your choice of any mix of 8 more SCs or 4 large charms. It’s pretty much on the power scale of what a lot of people who play SC PvE (the majority) run already which is an open 2x4 in inventory and cube.

Honestly I’d probably even say mix it up, and design the inventory with an opening in the middle to limit the player to 4 GCs just to fight back against power creep a bit. Could also look interesting.

X X X X X
X X X X X
X X _ X X
X X X X X
X X X X X

Add it a bit of pentagram art in the back, and call it good.

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