General Charm Improvements

Charms are supposed to offer versatile defensive and utility options that can be tailored to your character, but in their current state feel lackluster. Why? You almost never feel their impact and most people don't even bother to use them outside their first free slot. Furthermore, most times you don't even notice they're activated. With that said, below are a few general improvements.

General Charm Improvements:
• Charm slots should be an implicit affix on belts (tied to item level)
• Increase maximum charges on charms from 80 to 160 (minimum 2 uses)
• Change life/mana affixes on charms to be percentage based
• Display charm charge counter as icon on buff bar
• When charm is activated, provide a visual or audio cue to the player (e.g. show charm icon above your character for 1 second or play distinctive sound)
• To improve resistance charms specifically, the devs should change it instead of granting resistance on hit to absorption on hit whereby the damage absorbed would be converted into healing. This effectively makes absorption equivalent to damage reduction and useful in all stages of combat (e.g. initial hit). For example, the Ruby Charm would grant +25% Fire Absorption.
Last edited by CharlesJT#7681 on Jan 13, 2025, 2:49:06 PM
Last bumped on Jan 13, 2025, 3:12:38 PM
+ charm slots on belts is terrible, they should be given to everybody in campain

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