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63 replies   5110 views
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Description

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Can be used to make Runewords:

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3) I would like to be able to see ilvl.
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Seeing ilvl (and the rest) would be great.

My contribution? Allow the Trang-Oul's Avatar cosmetic to turn off so we can use it as an actual set instead of a meme. Or just make the frames match the base necro's.
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Xenozfan2 wrote: 4 hours ago
Seeing ilvl (and the rest) would be great.

My contribution? Allow the Trang-Oul's Avatar cosmetic to turn off so we can use it as an actual set instead of a meme. Or just make the frames match the base necro's.
I was thinking that one way to fix trangs was to make the full set give +1 Teleport, or even +1 Teleport becomes a 2 or 3 piece set bonus. Also, just make the ghoul form have a faster cast rate…
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departure wrote: 5 hours ago
tatarjj wrote: 1 day ago
There is another very interesting possibility for a charms inventory, you could have a charms inventory that allows you to equip a fixed number of charms of each size. As in, you are allowed like 6 charms of each size. I find this idea intriguing because suddenly large charms become good. However, it is would cause a lot of resistance creep as your large charms could all be 8 resist all. I can’t really think of a way to implement this idea without significantly changing item/character balance… though I really love the idea of making large charms good.
Large charms probably need a stat adjustment. I forget they exist, I have them disabled in my loot filter.

On restricting small charms to 6, this would be a major problem for a lot of builds as small charms fill the inventory on many builds. It would nerf a lot of magic find, and some builds that rely on resistance small charms.
Yea I can’t really make the idea of limiting everyone to exactly 6 GC’s, 6 LC’s, and 6 SC’s work without disrupting the present game significantly, though I think that the disruption might be less extensive than you’re thinking. The stats that are most imbalanced across charm types are magic find on SC’s and skills on GC’s. The diminishing returns on MF mean that if anyone really is stacking like 20 7% mf SC’s, they’re really not benefiting themselves that much, and 6 GC’s is the same or resonably close to what most people use. I think the largest disruption to game balance is would be that the 6 LC’s would all be +8 resist all, massively devaluing/deprioritizing resistances on all your other gear.

I don’t think that LC’s should really get a stat adjustment. Perhaps shimmering LC’s should be able to roll +10, Vita LC’s should be able to roll +40 life, and MF LC’s should be able to roll up to +14. The main problem with LC’s is that +1 skill GC’s exist, and the so most characters (i.e., not melee chars) will only ever have space for 0 to 1 LC (you have space for 1 LC if you’re carrying a cube and both tomes). HOWEVER, I believe that LC’s are actually undervalued by the community because there is still an LC that is exceptionally good and useful to actual builds: 6 max dmg/40 AR / 35 life.
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