Charms are useless garbage, right?
Except for golden charms, they just have no place or use.
Get rid of them all. It's worth noting that +2 maps are a dangerous thing. They can cause players to get out of their depth - playing maps that are too hard for the items they currently have. Herp Derp. Last edited by RickyDMMontoya#7961 on Jan 10, 2025, 12:52:59 PM Last bumped on Jan 10, 2025, 2:42:53 PM
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After 1 pack of enemies, I never seems to be able to refill charges fast enough to have them be meaningful. Spent a divine a 3-slot belt thinking it would help with stun and freeze; ended up being a complete waste.
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Agree, the intent is interesting but feels overall irrelevant.
I agree with some of the other users I've seen saying belt implicit should just increase with level to increase charm slots. But yes the charms themselves seem a bit lackluster overall, one being I don't even know when it's being used. No spell affect (that I've seen anyway) to let me know it's been discharged. Maybe have it glowing when it's ready? Do a smaller "level up" type animation when it's triggered? I dunno. |
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Stun, Freeze, and Gold seem the most useful. The problem is you are locked to one for a loooooong time and not all status are created equal. A burn or poison might be annoying every now and again, but getting stun locked or frozen will kill you.
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Problem is you get 1 use and have to refill it. So if you don't have refill in time or on kill you get 1 use a map. Uses 80 out of 80 charges is dumb.
Last edited by Karishin#7986 on Jan 10, 2025, 1:18:35 PM
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It feels like the intent is for you to need to invest in the handful of charms passive nodes, which are then supposed to let you have much higher up time. But Hunter's Talisman is a million miles from everything, and there isn't much exciting around it.
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yeah, the only one worthwhile is the gold charm. The rest are irrelevant.
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i like the ideia of charms, what i dont like is the mjority of endgame belts having only 1 charm slot, we should unlock charm slots by character lvl and not a belt modifier
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Charm slots not upgrading with level must be a oversight... why they would put 3 slots and make only one or two usable (300h so far and never was able to use all 3, max 2)?
Hope when they implement Acts 4 to 6 there will be a quest to unlock the use of all 3 slots. Otherwise is a garbage mechanic and a huge waste of potential. |
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With how often you get cold aura monsters, there's no combination of passives and charm affixes that can make said charms be of any use. The cost per activation is too high, the refill is too slow and the effect takes too long to kick in.
I mean, you can see an aura icon when fire/cold/lightning charms trigger. Which is around 20 hours after the effect has been applied to you, the monster killed and looted. Slow charms also have an icon when they trigger, which is not very often. Also, in Traitor's Passage you have gazillion spiders. The big ones will slow you without triggering the effect, the small ones' attacks will trigger the charm, but as mentioned before, the small spiders die before the slow immunity effect kicks in. I went in, fully trusting the charm's strength, after being slowed to death on the first attempt, in that big empty room where 1000 big spiders spawn. Thank the First Ones I had my slow charm with me the 2nd time. So I could die in that room knowing that it wasn't because I was slowed to a stand-still (or the charm would've triggered, right? RIIIGHT?)... Dunno about the freeze charm. The 2nd last time I lost my HC character was to a mob freeze-locking me. Granted I didn't have a frost charm equipped, but if it only works once per charge, then it's completely useless anyway, since I got frozen twice in less than 20 seconds or so. |
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