Are Charm Slots supposed to be the rarest thing in the game?

What is the thought process behind the design decision to make charm slots super super rare? I just assumed higher level belts would innately have more slots as you progressed.
Last bumped on Dec 22, 2024, 8:52:39 AM
same here, but now charm slot is like a mod itself.....? takes up the precious mod slot :c
GGG was pissed so hard by how players used old flasks:) Now its not even like poe1 tinctures, they completely buried whole mechanic. Everyone should love Ruthless!
I have seen on only one modifier for charm slot and the belt was bad. Thus, I am stuck at one.
I think charms are dog shit.

First the resis charm are the top dog shit, you gain X resis if you get hit by X, what a genious, what if I just take one hit and kill the target? helps 0 and you got no charge now, IDK which id_t invent this shit.

They even adds some flavour on this dog shit: the chaos resis charm has some bug on it, it is not working when you take chaos damage, confirmed by my dc member with 3 different recorded test. While the chaos resis charm is the most important charm that gives the rarest resis in early game.

Most of the other charms provide an immunity of something, but gap player from a shit large requirement of charge. If you highly depend on this immunity, you may die because of somewhere spawning two rares that have same ailment, not because you're lack of skill, but you're unlucky.

I think the design of charms are so hasty and incomplete so I guess it is probablely invented late before EA launched.

GGG loves to slow player down by stupid shit ailment, so too they love the Archnemesis mods. Maybe they found all the early test player suffered the stupid random ailment without flasks, so they add the stupid bandaid on it, hoping it's not too harsh.

They just don't accept the simple answer:
Lack of easy immunity is bad.
Too much random ailment is bad.
Hard depend on flask immunity is bad in poe1.
Random immunity depend on RNG charm in poe2 is dog shit.

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