From a Veteran Diablo 2 player, played 16 years

Public FFA PvP is already broken. That is why there tends to be so many rules for competitive PvPers.

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people are literally either going full charm no cube and prebuffing from stash or using a cube if it is some kind of a swap build and they can play that way, and even if it will be a bit easier to do so, it’s still a quality of life change and it wont break the game no matter how you turn it

i still looking for proff of this? or delete you post

you take it out of context just like 99% of what you post.

no place doo i denie that blizzard take on charm inventory is a QoL.

ps . show me blizzards take on charm inventory.

so wher do i post charm inventory in not in the sruvey for d2r? we all know charm inventory is for dr2. what els. heartstone?
stop making things up all the time

It’s broken for specific matchups in 1vs1. It is still a lot of fun for 8p FFA.

This change would allow each char many different gearswaps, with many of them providing immunity from certain chars.

As it is now, people have to choose specific prebuff or sorb gear over charms, this change means everyone can have many more cheesy options out in the moor.

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It’s also a balance change.
It will eliminate some strategic decision making, which I do not want.
If they end up adding it, fine, but to say the change is a simple QoL change with zero implications on game balance is factually inaccurate.

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To me, you seemed to question the idea that some consider a dedicated charm inventory as a QoL feature. I and others pointed out that it was listed as a QoL feature in Blizzard’s survey. Then, you indicated that it could be QoL feature but then claimed that the Blizzard D2R survey that I and others cited had questions related to other games, raising the spectre that Blizzard was not referring to a dedicated charm inventory in D2R. At least one poster (I do not recall who) claimed that this survey was an obscure way to get feedback on D4 features surreptitiously.

I will edit my posts in question to highlight it is my interpretation of your comments that I have quoted where other forum goers can make their own conclusions about the veracity of my interpretation based on what was actually stated.

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again, It’s either a Quality of life change or a balance change, not both, it will not eliminate strategic decision making, this is false and baseless

and again, the implications of charm inventory are lesser then shared stash, your pitchforks only face one directions and it’s quite obvious why

you can do way more with shared stash, have more items, no needing to change characters while playing solo and looting which is way big of a difference compared to a few more inventory spots in pvm and if you want to talk pvp, I can have a full amount of uber torch’s in the shared stash and swap them and cast hydra if I want to

even if every example there is not true, these are not the only ones and far from it, charm inventory is not a balance change much like gold pick up is not a balance changer shared stash and refresh button

I do not understand why you have a false belief that a change cannot be both for the quality of life of players, and also have balance implications.

The two are not mutually exclusive.

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It’s not a belief, it’s factual, if something is quality of life by definition it’s not a balance change.

why can it not be QoL and balance change ? why has it to only be one thing? it dosent make sence.

but its your definition, its not factual true.

An handicapped person needs to have a ramp in his building, does not favor his progress instead of non handicapped people, it’s a quality of life improvement for the handicapped person unable to enter the building.

I agree with you. A feature can both affect affect balance and be QoL.

To me, the question is magnitude.

What consequence does supporting non-4:3 screen dimension mean in terms of balance/gameplay?

What consequence does auto-gold pickup mean in terms of balance/gameplay?

What consequence does a shared stash mean in terms of balance/gameplay?

Does it affect core gameplay?

Since each of these are widely accepted (except potentially support for ultrawide 32:9 monitors), I view each potential QoL change in that context?

Specifically for me, core gameplay are primarily (not exclusively) things that apply to both single and multiplayer games. This is controversial because multiplayer is part of D2 but since single player exists it is not “completely core” to me.

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Agreed. I believe charms are in the game as an intended mechanism, with the cost being quality of life.
I believe the annoyance we feel by having a full inventory of charms, is the intended trade off for having the extra power.

I think giving each player +13 skills, or +100~ max damage, or 10000 poison damage, without any tradeoff, is bad game design. As such, I think the game is better with a tradeoff for charms.

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Everyone can play differently. The reality is most experienced PvM players as they approach end game tend to keep two books and the cube in their inventory. The rest is predominantly charms (excluding maybe some space to pickup an item). Since there is not much heterogeneity this “tradeoff” is a non-decision for those who play efficiently.

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It all depends what content your clearing and for what purpose.

Travincal runs with gold finder- no charms

Pit runner for runes- full charms full game

Pit runner for MF- usually leave a 4x4 grid, as often you’ll find a few items worth grabbing.

There is lots of content where you don’t always want to cube-shuffle, it’s all a question of how much you want to pick up vs power.

I like to see options in the games I play, and I try to optimize those options depending on the content.

Giving each player the opportunity to carry x amount of charms with no choices/ tradeoff is a boring development choice, and takes away dynamic interaction.

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In your examples, you essentially in town make a decision on what to carry based on content. It is not terribly interesting or challenging gameplay. It is simply a quality of life decision based on the likelihood of finding something “worthy” of picking up and wanting to avoid having to teleport back and forth a bunch of times.

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Inventory management is a core part of Diablo2, you can find it uninteresting and not difficult, but it’s certainly more interesting than being able to pick up whatever you please, no matter the content, never needing ID scrolls, never even needing to open your inventory for multiple runs.

I would find that extremely mindless and boring, I enjoy needing to interact with items/ inventory, it breaks up the nature of doing 500 runs of the same content.

It is definitely not ‘just quality of life’

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With auto gold pickup, you might see players seriously considering keeping gold charms. Having that inventory might not just be all power, it will include choices on what charms to keep in it, and the auto gold will make a new viable alternative for gold charms rather than just on a gold find barb.

Maybe. I find with my lem-popper goldfind charms aren’t particularly worth it for travincal, I get much more from selling plates/wands, etc. The space for those is typically better than a few extra hundred %gf.