What you're asking for is that each enemy drop some form of currency, and when you have enough of said currency, you can go to a shop and trade them in for decent gear? Isn't that the current system? Each enemy drops gold or items which can be vendored for gold; after you have enough gold, you can head on over to the Auction House and purchase decent gear.
A lot of the charm discussion made me think of the Talisman mechanic that was scrapped over a year ago. It was basically a small disk with 13 slots, for storing 1x1 charms.
One issue I see with charms is balance. As Zakaz said:
I mean, if you're talking about effectively reducing the stat requirement on gear through subsidization via charms, how many of each "stat" would be afforded to those items? 50 per? 100 per?
If it's too high, RA will be mandatory on charms instead of on gear. If it's too low, players will simply stack crit, crit damage, attack speed, or life on hit which are only available on a select few pieces of gear. Then you have to consider the overall balance of the game. By introducing new sources for stat points, you're also increasing the "cap" in which some stats can be reached. For example, currently, you can get around 50% of crit; with charms, you may be able to get 100%.
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One issue I see with charms is balance. As Zakaz said:
If it's too high, RA will be mandatory on charms instead of on gear. If it's too low, players will simply stack crit, crit damage, attack speed, or life on hit which are only available on a select few pieces of gear. Then you have to consider the overall balance of the game. By introducing new sources for stat points, you're also increasing the "cap" in which some stats can be reached. For example, currently, you can get around 50% of crit; with charms, you may be able to get 100%.
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In dota, you can last hit your own creeps to deny gold from opponents.