[..] I think that's entirely a matter of implementation. [..]
And that's entirely my point.
(And the only point I was making here)
Asking for a dedicated charm inventory, purely from a charm usage perspective, is and remains a risky proposition.
It COULD go fine and they COULD just add a "2nd inventory tab", basically giving you the same 10x4 grid to use for charms however you please, just in a separate tab for only charms.
But it COULD also go bad and they COULD add "x grand slots and y large slots and z small slots" which in turn dramatically reduces player flexibility and so on by locking you into an exact number of charms to use for each size, rather than being able to mix and match as you wish and as best suits your build.
[..] I think that's entirely a matter of implementation. [..]
And that's entirely my point.
(And the only point I was making here)
Asking for a dedicated charm inventory, purely from a charm usage perspective, is and remains a risky proposition.
It COULD go fine and they COULD just add a "2nd inventory tab", basically giving you the same 10x4 grid to use for charms however you please, just in a separate tab for only charms.
But it COULD also go bad and they COULD add "x grand slots and y large slots and z small slots" which in turn dramatically reduces player flexibility and so on by locking you into an exact number of charms to use for each size, rather than being able to mix and match as you wish and as best suits your build.
Yeah, I was adding an observation to that: that reducing those options isn't a bad thing in itself, either. And that, IMO, the free-est version of the additional inventory might be one of the worse options, even though it's probably the easiest to implement (because you wouldn't need to rework charms), so might be the most likely version.
Yeah nah it feels bad to fill loot slots with charms.
I like the idea of a lootable charm inventory item that opens like the cube does, maybe that you can upgrade as you find better ones [the biggest ones are the rarest ones] and that's the only place charms are active. Like a horadric reliquary, or helliquary if you will.
I play non-ladder, I have most gear and do not focus on "MFing" for items. If I did, at this age I would probably quit, droprates are just too abysmal. What I do search for is gems & such for crafting, bases for runewords, and most important keys & statues for Ubers.
RNG & Charms. RNG rules state that a really good charm will be few and far between. RNG also says charms will be common. I do not need to find 3/20/20s. A small SC that has 9% Poison & 15 life is a win for me as I always have some toon that can use it.
The charm inventory that everyone hates, well I am OK with it. I do not fill my entire inventory with charms, 2x4 open is enough. Now if the cost of a town portal was that of a Jah, yeah it might suck. But I can always TP to town if that fills up and I need to look at something
The Testris aspect that everyone hates, I am fine with it. It is the last customizable part of our characters. Do I fill my zealer with 10-12 max damage, or do I swap all or a few with Pally Combat w/life? Do I move them to my warlock, or use life & resist SCs? Point being that with a large inventory of different charms, I use this as the last portion of character building
Charms will often be the last and only thing to do in customizing and building a character. My Javazon, Apocalypse Warlock, and Zealer Pally are all mostly "complete" in terms of items. Just not going to be upgrading any item soon or ever. My Javazon has a pretty high ED Eth Titans . But one of the 20 life SCs may soon get replaced with a 20 life + resist SC, or the 2 max/AR/life SC on my pally could be replaced with a 3 max, or even 2 max that has better AR and highter life.
Charms are the quick & easy solution to fix a shortcoming. My character is level 80, I already maxed points into strength & vitality. I think I have the gear I will use, but then I find an item that requires 10 more strength. Charms can be the quick fix while I get a couple more levels to put 10 stat intro strength.
Certain characters just want to use certain items, some of those items just do not have the affix bonuses to help in some ways. Good example is my Andy's Helm that gives strength, poison resist, skills, IAS (plus 15 IAS jewel). But that takes a hit in other areas, and that hit can be tempered with SC resist charms. My Javazon now uses Enigma to get the skill points as high as I can, but I lose resists. 5x 5 resist charms brings be back to almost where I was with Fortitude.
Finally, I did play D2 pre LOD, but don't remember that much. I did come back to the game when LOD came out and this is when I started really playing this game. I just can not think of ever playing a D2 game without charms now. I have somewhat of the vaguest Memory of what it was like post LOD & charms, and how I liked them comparing back to pre-LOD. RNG rules state that 95% of most stuff that drop are just junk, I just do not need that open inventory space to pick up trash. Did not in D2, certainly did not care come LOD.
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