Charm System - Unique Charm: Lucky Rabbit's Foot

Systems are interesting when they can be invested into. And like being crazy, charms require some investment. By using a new locked gear slot mechanism, charms can be heavily invested into yet also kept in balance.

Charms
- Utilize new additional gear slots
- Start at ~ 1/7th effectiveness (Players can get an additional ~600% increased effect)
++ This causes an intended investment mechanism
- Base Charms: 1
- Passives/Items unlock additional charm slots (6 additional) for a total of 7 charms max
- Locked charm slots are grayed out
- A single charm slot with limited investment provides some limited benefit to all players
- Charms can be magic and Unique (like flasks no rares)
- Magic charms can contain 1 Prefix and 1 Suffix
- Unique Charm equipment rules limit repeats for balance purposes

Keystone: Superstition
- 1 Additional Charm slot
- 50% increased Charm Effect

Keystone: Believer
- 2 Additional Charm Slots

Base Item Type: Rabbit's Foot Charm
- 3% Increased Item Rarity ( At max investment, 3 x 700% = 21% IIR from base item)

Base Item Type: Believer's Stone
- 1 Additional Charm Slot

Base Item Type: Talking Fish
- 25% increased Global Charm Effectiveness

Unique Item: Lucky Rabbit's Foot Charm
- implicit: 3% Increased Item Rarity (.: 21 IIR at max invest)
- 6% Increased Item Rarity per Magic Item Equipped [Gear Slot] (.: 6x7 = 42 x 10 = 420 IIR at max invest)
++ Build Opening "Rabbit's Foot Build" / "Lucky Build"
++ Encourages an odd Synergy with the use of Magic items (not Rare/Unique items)
++ If this includes other charms, it would be actually be 42 x (10 + 6) = 672 IIR
+++ Thus the unique mod could be reduced to 4% : 4x7 = 28 x (10 + 6) = 448 IIR


Prefix / Suffix Examples
- 0.15 Increased Max Fire Resist (1 at max invest)
- 7-8 health (49-56 at max invest)
- 1% Increased Spell damage (7% at max invest)
- 0.5% Increased Attack Speed (3.5% at max invest)
- 3% Increased Global Crit Strike Chance (21% at max invest)
- 10 armor (70 at max invest)
- 7 mana (49 at max invest)
- 1% Increased Fish Rarity (7% at max invest)

* Charms being a new system, it would be nice to see new/unqiue (even silly) mod ideas for them. What type of mod would you like to see available on charms?
Last edited by DragonsProphecy#4593 on Jun 6, 2014, 4:30:25 PM
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This looks like a complete new system...

...sounds kinda OP from the stats you listed, there are no unusable stats, its for a jack of all stats kinda builds and very generic, its all, damage, res, crit and so on...
+1

would take alot on testing to figure out what work globally among all class but i like the idea

i think allowing charms to grant base stats like str,dex.int could be cool too
got to be good looking because im so hard too see.
I like that idea.
It would need some balancing, but with the proper implementation,
could lead to some interesting builds.

In other games, charms are inventory based, whereas this looks to be equipment based.
Would be an interesting idea.

Im wondering how this would effect the Passive Tree.
I like the ideas of charms, or rather another gear slot. Earrings I guess? Sort of like Vindictus.
For PoE, it would either be an earring slot or charm slot.

They could fit one more gear slot to the left of the helmet, and it would be required to be 1 square slot.

The problem is what to actually do with the new system.
If it were charms, maybe you would wear an item that would give you a passive buff.

Otherwise if it's an earring, it would just give more stats. That's OK I guess but it's kind of bland and generic. I would prefer a charm system over just another random piece of gear.
"The absence of evidence is not the evidence of absence."
Last edited by Hixxie#2252 on Jun 5, 2014, 8:12:31 AM
i would be ALL for a charm system, but rather it be MUCH more like D2. Though before that happens, maybe we could get Pants first?
IGN:Axe_Crazy
"
TertiaryHelix wrote:
I like that idea.
It would need some balancing, but with the proper implementation,
could lead to some interesting builds.

In other games, charms are inventory based, whereas this looks to be equipment based.
Would be an interesting idea.

Im wondering how this would effect the Passive Tree.


I think that charms in any form would be a welcome addition. I just really want them to support the ability to be invested into - in real life, not everyone is carrying around a rabbit's foot, yet some people are all into superstitions. Further, I wouldn't want every player triple cursing, running 7 auras, and stashed out on charms. However, investment could still be possible if you prefer it to be inventory based, based by the increased effect mechanism outlined. I just don't want my Inventory further limited when doing maps.

My thought was that making charms not inventory based might help them be both investable into (investment to unlock slots and investment of increased effect) and also easier to code/balance - by limiting the total number, not having to scrape the inventory, etc. This further gives the player an immediate reward when they unlock an additional slot. Superstitious type sound bites might also be appropriate at this unlock event.
"
TertiaryHelix wrote:
I like that idea.
It would need some balancing, but with the proper implementation,
could lead to some interesting builds.

In other games, charms are inventory based, whereas this looks to be equipment based.
Would be an interesting idea.

Im wondering how this would effect the Passive Tree.


Intentionally, there would be some definite passive tree point investment decisions. Pick up charms and hope someone else in the party is investing in auras, or make some other trade off.

This would likely coincide with a new content update, when additional levels and classes are added.
"
DirkAustin wrote:
This looks like a complete new system...

...sounds kinda OP from the stats you listed, there are no unusable stats, its for a jack of all stats kinda builds and very generic, its all, damage, res, crit and so on...



With no investment, it's definitely not OP: you might have 1 charm giving you 7 health + 10 armor + 3% rarity... not exactly GG.

With investment, it better not be weak, because you'd be giving up passives that could be used on other "OP" options.

If you're worried about RNG, and always finding good charms, simply add as much Light Radius or other mods as you like. Here's a couple random other expamles:

- Rhoa's have increased chance to drop wisdom scrolls.
- Unique bosses have a 1% chance to drop extra lvl 66 maps.
- Gain 5 mana when shocked.
- 5% increased chance to say "Rrrr" while wearing a Fairgraves Tricorne.
- Unqiue charm mod: You are ignited instead of shocked

(Those examples are definitely not well thought out, but intending to encourage brainstorming.)
Last edited by DragonsProphecy#4593 on Jun 6, 2014, 4:34:36 PM
Another unique charm idea would be one that significantly boosts experience, but can only be used up until level 70... A race towards the top, but not something for changing the outcome of high level challenge league competitiveness.

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