oh god here we go again… i really didn’t want to have to do this but apparently this is needed as well.
since literally every person who havd played in a mod with a charm inventory does not know what this means. we’ll just go over it here.
since im going to make this a big long threads with a ton of details and descriptions and i know none of you are going to read it… i’ll TLDR this
so yes the name “charm inventory” may sound like we are adding new space for charms" when in fact its just the opposite… we are adding new space for NON-charms.
therefore removing the horrific design of preventing you from picking up items if are are al max build.
the reason its called a “charm inventory” is because its the section of your inventory that charms still work in. the original 4x10 space we always had.
here is a picture from path of diablo
this mod choose to add a 5x10 space above the normal inventory
the old normal inventory is the bottom 4x10 space this is what we call a “charm inventory” because its its the section of the inventory charms still work in
the entire concept was because people wanted to be able to pick up more stuff… not have to go back to town as often… not have to go through the hassle of using a cube to store items with max build…
but if one simply added more inventory space… then it wouldn’t fix anything… that new space would just be filled with charms accomplishing nothing and ruining balance
so what was done is the charms in the top space get their level req raised by 100 in the new section thereby preventing them from working. in the new added space.
this way we can have our new inventory space to pick up items and not affect balance by not changing the amount of charms any person could use. thus allowing the new inventory space to actually be used as an inventory as was intended
Arguments Against:
yes there have been countless people arguing against this screaming “oh it’ll affect balance” which is laughable because the entire premise behind it was to add more inventory space without affecting balance… that’s the entire point.
i her people say " oh well your supposed to trade power for quality of life"
to which i respond… no… no your not, what was the most duped item in the game… so much so blizzard had to literlly make a server event designed to get rid of millions of them?
the soj obvoiusly.
if u take a look at most charms… they are all " +life, + stats+ resists + AR + def
these are all things you use when you dont have a piece of gear and u need to top something off. they arent supposed to be thing you keep in your inventory forever.
and then we have skillers… the issue that caused this problem…
these things for w/e reason were added. and this threw any hope of balance out the window entirely…
there is no more holding stuff in your inventory until u get a better peice of gear… its " oh i can add 8 skillers and get a +8 to my entire freaking skill tree.
so no… blizzard didnt “think this through” they didnt “balance around qol vs power”
stop kidding yourself
people were never supposed to be running around with 8 skillers and a cube and a torch…
now here is the issue… one might thinking that " oh they have a smaller inventory… “its less efficient”. or oh getting items in and out of the game makes it less efficient… and yeah its a complete pain… they have to go back to town more often. but the +8 are literally SOOO much of a huge boost in power… that’s all the minor inefficiencies and annoyances of using cube are mince meat in comparison to astronomical clear speed increase certain builds get.
any “intended” use of how charms were supposed to be used is irrelevant … what matters is how they ARE used. how they will always be used… and who we can address a needless annoying of the game and give basic qol increase the game deserves.
also to those who say it “affects balance”
no it doesn’t
by far the biggest change in balance anyone is ever likely to notice is at the first start of hell because u can use use some resists charms before u get better gear to help deal with those negative resists from massive jump form -40 to -100 on all resists
beyond that there is really nothing
now you could argue that yes… for pvm chars there is the added skiller from 8 to 9, and yes thats true, but that is a minor buff by comparison to the huge QOL you are giving everyone.
now some of you might be thinking… well what about all the trash builds no one ever uses… wont charm inventory make them more viable?
to which is say… YES IT WILL,
a completely unintended consequence of charm inventory is that while the best builds in the game only get a QOL improvement. a tons more trash fun build you might never think to try can now suddenly at lead make some headway into hell, they;re going to be slow… and painful and laughable compared to real builds… but this give a massive amount of skills that were never viable at least a chance.
you are increasing build variety… something d2 can most definitely use after 20 years
yet another complaint i see against it is " but people will prebuff for duels"
come on people when has dueling in d2 ever been anything but honor code based.
we rely on people not to NK, not to use pots during duels.
all of these rules are set in game and are agreed upon.
if u want a no prebuff duel… just say that…