I just had to make this post because I'm quite tierd of people complaning of the lack of some features not present in D3 compares to D2
There's one I can agree with and that's the runewords (they were great and made the socketing system alot deeper)
But what I don't understand is how people can actually miss CHARMS?
Charms were so badly made it really annoy me to bits.
So a first look at charms you may say OH HEY It'S AWSOME, FREE STATS!
But the fact that it more or less removed your whole inventory so you couldn't actually pick things up without heading to the stash to make some space after a boss kill/elite pack.
I do miss alot about D2 but I will cry if they reintroduce charms in the same manner as D2 did them.
I loved charms and the way they allowed you to customize builds. As well, it was another item to get excited about when they dropped.
Though I do agree, the way they chomped away at inventory was a serious conflict of interest.
A perfect cure for this would be to limit the number of charms to only a few, as well, this would keep players from being able to buff to hard with charms.
I loved charms and the way they allowed you to customize builds. As well, it was another item to get excited about when they dropped.
Though I do agree, the way they chomped away at inventory was a serious conflict of interest.
A perfect cure for this would be to limit the number of charms to only a few, as well, this would keep players from being able to buff to hard with charms.
Then they're not much more then extra equipment tho, so why not just ad 8 more ring slots or something similar, charms were never really a good solution
I loved charms and the way they allowed you to customize builds. As well, it was another item to get excited about when they dropped.
Though I do agree, the way they chomped away at inventory was a serious conflict of interest.
A perfect cure for this would be to limit the number of charms to only a few, as well, this would keep players from being able to buff to hard with charms.
Then they're not much more then extra equipment tho, so why not just ad 8 more ring slots or something similar, charms were never really a good solution
I know I would like some resistance charms right about now.
I loved charms and the way they allowed you to customize builds. As well, it was another item to get excited about when they dropped.
Though I do agree, the way they chomped away at inventory was a serious conflict of interest.
A perfect cure for this would be to limit the number of charms to only a few, as well, this would keep players from being able to buff to hard with charms.
Then they're not much more then extra equipment tho, so why not just ad 8 more ring slots or something similar, charms were never really a good solution
Ageed.
Personally, I didn't like the rune system, as it was, as it was too overpowered. A handful of recipes became the end all, be all items.
I think they should try and combine runes and charms (in the talisman slot so as not to take up inventory). Each charm would have basic +stats (in my idea, limited to stats, not general affixes, will get to those shortly). And then you could combine them like runes, except instead of spelling something with specific letters, there could be preset patterns you'd fill in to your talisman with the charms. If it makes more sense, think of the talisman as a skill, with the affixes determined first by what charms you place (say, three +vit). The rune part comes in just like runes for skills - depending on how those 3 charms are arranged (vertical/horizontal/diagonal line, V, Pyramid, etc) it then adds a modifier based on how "powerful" the charms are. Perhaps one arrangement adds a general +IAS. Maybe another adds damage, or hp, or dodge.
You then unlock more powerful arrangements by buying/crafting/getting a drop of larger talismans (maybe it starts at 2x2, then 3x3, then 4x4, each upgrade allowing a one longer arrangment). This system would combine drops of items, crafting for the size of the talisman, and a customization aspect that the kids want so much these days.
Of course, that wouldn't happen till the expanion, if they ever decide to revisit the talsiman at all.
They did have some sort of charm system planned early on, I believe they called it "The Talisman", as I recall it was sort of a small inventory dedicated to charms.
Yeah, they did, and they scrapped it. I think it was because they realized it was just another gear slot, and was kinda boring. Also, it probalby wouldn't make the game any easier, because now the difficulty would be balanced around having another 5/10/whatever slots to stack resists or stats, and so it'd just be more equipment you'd have to grind for to be good, and it wouldn't even be fun equipment.
I just had to make this post because I'm quite tierd of people complaning of the lack of some features not present in D3 compares to D2
.......
I do miss alot about D2 but I will cry if they reintroduce charms in the same manner as D2 did them.
Huh? What? Your post contradicts itself. First you say you don't like the people whining but then you say you miss a lot of stuff from D2. Be sympathetic!
And why hate on complainers when all you just did was complain about some feature in a 12 year old game? I mean really? Did those charms steal your lunch money as a kid? Why pick on old man Diablo 2?
MAN! I REALLY hated those STUPID books from Diablo 1! That whole spell system was REALLY stupid! Why was a WARRIOR able to learn the same spells a MAGE could learn too? THAT CRAP MADE NO SENSE! If Blizzard brings back those spell books in Diablo 3, I'm just gonna have to choke a bitch!
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
Sorry to write this here but i dont know where else
This is D2 related so off topic, sorry again
In almost every video I've seen everyone has an inventory full of perfect charms (45 life skillers or 3/20/20 x39) that look exactly the same. I think its almost impossible to have that many charms and have them in the same model with same perfect stats. If the charms are duplicated is that ok in d2 community ? If they are acquired by bots is that cheating ? Can someone explain what is considered bm regarding charms ?
Part of Diablo 2's charm (hehe) was it's openness to create what you want. Some features didn't really play well into this--synergies forced you to use cookie cutter builds for the most part. But some Runewords and uniques gave you abilities you wouldn't otherwise have, and Runewords in particular really changed the landscape in LoD--the costliness of charged gear didn't really let you use them like you might have enjoyed.
But what this inevitably led to was thousands of Enigmas, Infinities, etc.
The security to have a stable and balanced gameplay experience will always be at odds with the freedom to enjoy it the way you want to, vs. the way dictated by developers. Did charms really add to customization or gameplay? Not really. They were just a passive power boost and a UI nightmare. Don't get me wrong--I stacked my lit sorc with a p 5/5 die faceted griffs, CoH, p monarch spirit, p lit eschuta w/ 5/5 lit die, sojs, anni, torch, and as many lightning skill runes as I could fit--which was my entire inventory besides.
One could argue that the *choice* to stack runes was the freedom to play how you wanted. But I would argue that they didn't effectively add any meaningful game choices besides "can I pick up loot." It was brainless passive stacking.
I think what we need to ask ourselves is what would we really gain from having charms in a new game? Could we have charms in a limited fashion, maybe with a separate bar to equip like, 5 of our favorites? Yes, we could. But what would make them *functionally* different from any other piece of gear? They would just be passive, non-visual stat sticks. I don't know if that's compelling, or just a more boring version of armor.
Sorry to write this here but i dont know where else
This is D2 related so off topic, sorry again
In almost every video I've seen everyone has an inventory full of perfect charms (45 life skillers or 3/20/20 x39) that look exactly the same. I think its almost impossible to have that many charms and have them in the same model with same perfect stats. If the charms are duplicated is that ok in d2 community ? If they are acquired by bots is that cheating ? Can someone explain what is considered bm regarding charms ?
Torches weren't hard to get once you were semi-geared. Annis required either a smite or hammer pally or some kind of javazon or barb build I forget. I think I beat uber diablo and uber trist a couple times on my fury druid with a shit ton of life steal but I can't be certain.
As for charms, yeah. The ones you're talking about were rare, but you didn't need a bot to get them. Just save up perfect gems and reroll charms as much as you want. I did this all the time. In fact, the way I built up my wealth each season to get gear (I played nonstop from about 2002-2010):
1. Build a basic blizzard sorc build. Rush people through nightmare mode over and over charging their hephastos forge rune award for the run. (Most times they'd leave or steal the payment, so you had to do this a lot, and the best you could hope for was an Um, which wasn't a HR/high rune but slightly valuable).
2. Trade my Ums for either sets of 40 pgems or upgrade my gear to full Tal Rasha for the MF/skill boost. I'd burn the pgems rolling grand charms until I got skill charms and for pallies/sorces they'd always trade for an HR like Ber/Lo/etc. (Ist was on the lower end and you'd try to avoid trading for it unless you needed it for a runeword--it was only slightly above Um, which was just a high-end MR).
3. From here, I'd simultaneously farm for uber keys from hell Countess/Summoner/Nihlithak (which is doable in tal rasha set in hell solo), pgems > reroll until I got skill grand charms, and MF run hell Andariel/Mephisto (both easily soloable with tals) for SoJ/unique gear chances--Countess also sometimes dropped a good rune but it was pretty rare.
4. The combined progress from 3 pretty much always led me to build up for making an Infinity, then I'd make a new sorc to make a lit sorc since Infinity meant you could break almost all creatures with lit resist in hell mode (and it was my favorite build besides). From there I would work on transitioning to CoH/shako (harlequin) for my sorc and a good Fort chest for my merc and then I'd either run complete hell mf runs from the minute I got home from middle/high school classes to 1 am, or if I was feeling ballsy or my gear was built up enough charge hell rushes for hellforge rewards--usually they'd run off without paying their hellforge which sucked since it could sometimes drop an HR on hell mode but it was ok sometimes since the added carry in hell mode meant higher MF chance and I'd keep all the drops. If they were good and paid I'd go back and do den/izual/ancients for them for the skill rewards for them as well.
Overall with playtime and a good system 20 lifer scs and skill charms and anni/torch are completely doable. I did it all the time.
There's one I can agree with and that's the runewords (they were great and made the socketing system alot deeper)
But what I don't understand is how people can actually miss CHARMS?
Charms were so badly made it really annoy me to bits.
So a first look at charms you may say OH HEY It'S AWSOME, FREE STATS!
But the fact that it more or less removed your whole inventory so you couldn't actually pick things up without heading to the stash to make some space after a boss kill/elite pack.
I do miss alot about D2 but I will cry if they reintroduce charms in the same manner as D2 did them.
Though I do agree, the way they chomped away at inventory was a serious conflict of interest.
A perfect cure for this would be to limit the number of charms to only a few, as well, this would keep players from being able to buff to hard with charms.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Then they're not much more then extra equipment tho, so why not just ad 8 more ring slots or something similar, charms were never really a good solution
I know I would like some resistance charms right about now.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Ageed.
Personally, I didn't like the rune system, as it was, as it was too overpowered. A handful of recipes became the end all, be all items.
I think they should try and combine runes and charms (in the talisman slot so as not to take up inventory). Each charm would have basic +stats (in my idea, limited to stats, not general affixes, will get to those shortly). And then you could combine them like runes, except instead of spelling something with specific letters, there could be preset patterns you'd fill in to your talisman with the charms. If it makes more sense, think of the talisman as a skill, with the affixes determined first by what charms you place (say, three +vit). The rune part comes in just like runes for skills - depending on how those 3 charms are arranged (vertical/horizontal/diagonal line, V, Pyramid, etc) it then adds a modifier based on how "powerful" the charms are. Perhaps one arrangement adds a general +IAS. Maybe another adds damage, or hp, or dodge.
You then unlock more powerful arrangements by buying/crafting/getting a drop of larger talismans (maybe it starts at 2x2, then 3x3, then 4x4, each upgrade allowing a one longer arrangment). This system would combine drops of items, crafting for the size of the talisman, and a customization aspect that the kids want so much these days.
Of course, that wouldn't happen till the expanion, if they ever decide to revisit the talsiman at all.
Yeah, they did, and they scrapped it. I think it was because they realized it was just another gear slot, and was kinda boring. Also, it probalby wouldn't make the game any easier, because now the difficulty would be balanced around having another 5/10/whatever slots to stack resists or stats, and so it'd just be more equipment you'd have to grind for to be good, and it wouldn't even be fun equipment.
Huh? What? Your post contradicts itself. First you say you don't like the people whining but then you say you miss a lot of stuff from D2. Be sympathetic!
And why hate on complainers when all you just did was complain about some feature in a 12 year old game? I mean really? Did those charms steal your lunch money as a kid? Why pick on old man Diablo 2?
MAN! I REALLY hated those STUPID books from Diablo 1! That whole spell system was REALLY stupid! Why was a WARRIOR able to learn the same spells a MAGE could learn too? THAT CRAP MADE NO SENSE! If Blizzard brings back those spell books in Diablo 3, I'm just gonna have to choke a bitch!
Sorry to write this here but i dont know where else
This is D2 related so off topic, sorry again
In almost every video I've seen everyone has an inventory full of perfect charms (45 life skillers or 3/20/20 x39) that look exactly the same. I think its almost impossible to have that many charms and have them in the same model with same perfect stats. If the charms are duplicated is that ok in d2 community ? If they are acquired by bots is that cheating ? Can someone explain what is considered bm regarding charms ?
Part of Diablo 2's charm (hehe) was it's openness to create what you want. Some features didn't really play well into this--synergies forced you to use cookie cutter builds for the most part. But some Runewords and uniques gave you abilities you wouldn't otherwise have, and Runewords in particular really changed the landscape in LoD--the costliness of charged gear didn't really let you use them like you might have enjoyed.
But what this inevitably led to was thousands of Enigmas, Infinities, etc.
The security to have a stable and balanced gameplay experience will always be at odds with the freedom to enjoy it the way you want to, vs. the way dictated by developers. Did charms really add to customization or gameplay? Not really. They were just a passive power boost and a UI nightmare. Don't get me wrong--I stacked my lit sorc with a p 5/5 die faceted griffs, CoH, p monarch spirit, p lit eschuta w/ 5/5 lit die, sojs, anni, torch, and as many lightning skill runes as I could fit--which was my entire inventory besides.
One could argue that the *choice* to stack runes was the freedom to play how you wanted. But I would argue that they didn't effectively add any meaningful game choices besides "can I pick up loot." It was brainless passive stacking.
I think what we need to ask ourselves is what would we really gain from having charms in a new game? Could we have charms in a limited fashion, maybe with a separate bar to equip like, 5 of our favorites? Yes, we could. But what would make them *functionally* different from any other piece of gear? They would just be passive, non-visual stat sticks. I don't know if that's compelling, or just a more boring version of armor.
Torches weren't hard to get once you were semi-geared. Annis required either a smite or hammer pally or some kind of javazon or barb build I forget. I think I beat uber diablo and uber trist a couple times on my fury druid with a shit ton of life steal but I can't be certain.
As for charms, yeah. The ones you're talking about were rare, but you didn't need a bot to get them. Just save up perfect gems and reroll charms as much as you want. I did this all the time. In fact, the way I built up my wealth each season to get gear (I played nonstop from about 2002-2010):
1. Build a basic blizzard sorc build. Rush people through nightmare mode over and over charging their hephastos forge rune award for the run. (Most times they'd leave or steal the payment, so you had to do this a lot, and the best you could hope for was an Um, which wasn't a HR/high rune but slightly valuable).
2. Trade my Ums for either sets of 40 pgems or upgrade my gear to full Tal Rasha for the MF/skill boost. I'd burn the pgems rolling grand charms until I got skill charms and for pallies/sorces they'd always trade for an HR like Ber/Lo/etc. (Ist was on the lower end and you'd try to avoid trading for it unless you needed it for a runeword--it was only slightly above Um, which was just a high-end MR).
3. From here, I'd simultaneously farm for uber keys from hell Countess/Summoner/Nihlithak (which is doable in tal rasha set in hell solo), pgems > reroll until I got skill grand charms, and MF run hell Andariel/Mephisto (both easily soloable with tals) for SoJ/unique gear chances--Countess also sometimes dropped a good rune but it was pretty rare.
4. The combined progress from 3 pretty much always led me to build up for making an Infinity, then I'd make a new sorc to make a lit sorc since Infinity meant you could break almost all creatures with lit resist in hell mode (and it was my favorite build besides). From there I would work on transitioning to CoH/shako (harlequin) for my sorc and a good Fort chest for my merc and then I'd either run complete hell mf runs from the minute I got home from middle/high school classes to 1 am, or if I was feeling ballsy or my gear was built up enough charge hell rushes for hellforge rewards--usually they'd run off without paying their hellforge which sucked since it could sometimes drop an HR on hell mode but it was ok sometimes since the added carry in hell mode meant higher MF chance and I'd keep all the drops. If they were good and paid I'd go back and do den/izual/ancients for them for the skill rewards for them as well.
Overall with playtime and a good system 20 lifer scs and skill charms and anni/torch are completely doable. I did it all the time.