Charms were all the rage with the release of Lord of Destruction, but their appearance in the series may be short-lived. Bashiok discussed the Diablo III team's current dilemma with incorporating them in the latest addition of the Diablo saga:
Charms are cool. Randomized item drops that give passive bonuses while held? That's a cool way for someone to actively change their character beyond just skills and armor/weapons. Making it an inventory space decision; however, isn't very cool. You were trading inventory space for character power, which is sort of an interesting trade but also one that is directly and immediately punishing. It's not like giving up ... say ... health to do more damage. You aren't deciding that your play style can overcome your decisions on how to balance your character. Everyone needs inventory space regardless of how they want to play, so it becomes a mandate that if you want to do X, you better get ready to throw down a lot of town portals. Fun? Eh.
We don't have charms at the moment, but it's a mechanic we like the idea of as long as it doesn't become an inventory space vs. power decision. They're one of those things that certainly could come back but that we haven't fully explored yet.
Thanks to interception for intercepting this tidbit from the Blizz Tracker!
Thats an old topic and the verdict was the same before.
And I agree, sacrificing inventory spots for stat boost is a very.. very bad concept if you ask me. Technically, the best thing everyone could do was fill their entire inventory with charms. Thats... pretty lame, isn't it?
Giving the player a specific spots that can only hold charm, say like a 3x3 square, then thats good. Otherwise I'd pass on charms...
Agreed. I hated charms. Or more specifically, I hated wasting inventory space to carry them. I am interested to see how they can create a similar system without using inventory space. Perhaps you can find scrolls and read them for permanent stat increases.
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After I get all my other gear, I always cram my inventory with skillers, an anni, and a torch. They're neat, and effective, but completely ruined PvM since you had to keep going back to town every time something interesting-looking dropped.
I loved charms, one of the main things I picked up and traded on a daily basis. Loved getting those low level charms that low level or mid level pkers paid an arm and a leg for if you got a perfect one.
finally i wont have a guilty conscience for throwing away charms! it would be nice if they returned in some form, maybe in a separate inventory section?
finally i wont have a guilty conscience for throwing away charms! it would be nice if they returned in some form, maybe in a separate inventory section?
But if you have them as a separate inventory section, isnt that exactly the same concept equipping like an item/gear slot that your character wears? If you are going to have other stat boosting items that have their own slots to fit in (slots that don’t take up inventory space) then my vote would be to scrap charms, nurf the power of rings a little bit and let players wear 5 rings on each hand. Similar idea to charm buffs but less messy to manage/understand.
Official Blizzard Quote:
//www.diablofans.com/blizz-tracker/bn-forums/24401900143-24401900143.html">http://www.diablofan...4401900143.html" class="blizzsource">Charms are cool. Randomized item drops that give passive bonuses while held? That's a cool way for someone to actively change their character beyond just skills and armor/weapons. Making it an inventory space decision; however, isn't very cool. You were trading inventory space for character power, which is sort of an interesting trade but also one that is directly and immediately punishing. It's not like giving up ... say ... health to do more damage. You aren't deciding that your play style can overcome your decisions on how to balance your character. Everyone needs inventory space regardless of how they want to play, so it becomes a mandate that if you want to do X, you better get ready to throw down a lot of town portals. Fun? Eh.
We don't have charms at the moment, but it's a mechanic we like the idea of as long as it doesn't become an inventory space vs. power decision. They're one of those things that certainly could come back but that we haven't fully explored yet.
And I agree, sacrificing inventory spots for stat boost is a very.. very bad concept if you ask me. Technically, the best thing everyone could do was fill their entire inventory with charms. Thats... pretty lame, isn't it?
Giving the player a specific spots that can only hold charm, say like a 3x3 square, then thats good. Otherwise I'd pass on charms...
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A separate inventory or, as Scyber said, scrolls we could find to modify our stats would be better.
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