I am not talking about having an inventory full of charms like in D2, but instead just a few charm slots near where we equip our items. Maybe link the system to the type of belt and that will determine how many charms you can use at a time?
Charms could be used to offset stats that your gear currently lacks. For example, you found a great pair of boots with nice stats, but they don’t have movement speed, so you could equip a few movement speed charms to supplement. Movement speed is in very high demand and I find myself ignoring otherwise good boots over that one missing stat.
Other nice stats they could add:
+skills
+res
+CDR
+IAS
+cast speed
There are other’s that I can’t think of, but you get the idea. A charm could have one of these at a time and vary in quality. It’d be neat to see the high-end ones with greater affixes too.
I could see something like this making a comeback in an expansion. As you said not to the extent of D2 where it took up our inventory, but something similar with its own space. Could even range from magical to mythical rarity.
I like charms as a concept, it gives more stuff to collect, more decisions to make.
Problem is that it is so easy to get the stats you need, that I am not sure what the purpose would be.
Now, if the game got rid of All Resist, so we actually had to manage and balance resistances, that would be nice.
Another matter is, the only thing that makes uniques and mythical somewhat balanced (but not really) is that they sometimes make you miss important other affixes.
If you make it too easy to get those “missing” affixes elsewhere, the itemization balance gets even worse than it already is.
That is not unsolvable, but it would take a fair bit of itemization redesign for Blizzard to address.
So first of all there has always been more valuable and less valuable affixes. But movement speed in not less valueable, if you can swap that affix on an item, for something more valuable in that slot.
It doesn’t matter how much we talk it out and how well we flesh it out… Blizzard will take a good idea and find the dumbest way to implement it, resulting in thread after thread of complaints and replies of “git gud” or “arpg is not for you”.
The quality of ideas doesn’t matter until the cycle changes.
All Skills should not exists, for the same reason All Resist should not exist.
But in terms of balance, it is not that hard to balance an affix that is too powerful in its own, because it can’t scale down (like +skill can’t be lower than +1) - and yes I am intentionally ignoring that Blizzard is in full control over what +1 skill even does, but that happens in the skill tree, and you might not want to change that, just to fix item affix balancing, as that can make things very messy.
You can simply include detriments to the affixes.
Like
+1 skill X, but skill X now cost more resource, have longer cooldown, or slower attack speed, or whatever.
The detriment don’t even need to have anything to do with the positive part of the affix. Could also be Decreased movement speed, for example.
So first of all there has always been more valuable and less valuable affixes. But movement speed in not less valueable, if you can swap that affix on an item, for something more valuable in that slot.
Keep in mind that movement speed is already a temper and a natural roll. Movement speed is useful but it isn’t applied in a vacuum here. I’d agree otherwise though.
Could be an option, just like the tab we have for the Runes and Gems. We would still need to store them in our stash, just to be able to use share them between our builds. With the current stash limitation, it would not be reasonable to add a new set of items.
I do think it becomes kind of silly to have like 6 sources of damage be different in the first place if they’re all defending against by a single stat in this manner.
But it’s also an issue of practicality. If content expects me to be capped against all forms of damage, either reaching that cap needs to be straightforward, or the expectations of the content need to change.
I am not about to juggle that many resistances on gear, that’s a horrid idea. The only reason I was okay doing that in LE was because I could play charm (whatever they called them, I don’t remember) tetris to cover them.
If D4 heads anywhere near that direction it’s just trading an easy solution for an annoying and pointlessly complicated one.
I think the real goal for charms should be to have another rabbit to chase. I would think these charm slots should be locked until Tier 2/Paragon 150 or 200. Maybe even Paragon 250 or Tier 3?
By this level many if not most have found most of the gear they will use, most everything will be Masterworked to 12. This is where people can begin complaining the game gets boring, because truly there is not much else to do, and what little achievements one can gain they are few and far removed.
IMO the charms would have to be worth that rabbit chase. Any 5% resource reduction or 5% movement speed would not even be worth it.
Agreed. I also think it’s a little too soon to be adding charms myself. I’d much rather see base changes made than adding more systems on top of what we have now. This is how we ended up with so many pieces of endgame content without any depth.
So you want blizz to shamelessly copy a system from a game that released not long ago, and has been popping off since and is being despised by most on this forum??
That’s brilliant trolling bro
p.s.: the belts slot wont work tho, since correct me if im wrong but D4 doesnt have a belt slot
Woah there buddy, are you saying Blizzard hasn’t shamelessly copied other games before? D1 was not the first ARPG of its kind mind you. Nor was Warcraft the first RTS of its kind either.
Blizzard used to be known for taking various concepts and ideas from other games and making them better though. Those days are long since gone mind you.
It didn’t have vampiric powers at launch. It didn’t have 100 glyph levels last season. It didn’t have greater affixes, once upon a time. Gasp! Wait… things can change?