Charms to be always active (with drawbacks)
Charms, right now, seems kinda "weird" in their effectiveness, since they only apply after the condition is met.
a suggestion could be for them to be always active (which would essentially provide permantent stats/immunities), but add some drawbacks to it. the first drawback could be that every player has 0 charm slots by default, and belts (normal to rare) can't have charm slots as well. so, how to get charm slots? 3 clusters in the passive tree (in a way that all starting locations would get similar access to them) where the passives could provide +5% increased effect, and the notables would provide the +1 charm slot. also, some unique belts would also have the +1 charm slot (or even 2, but with some major drawback). that way, to get all 3 charm slots, the players would require passive points investment + amulet annoint + unique belt, which would create some investment in the players part to heavily mitigate some of the effects. Last bumped on Dec 31, 2024, 8:42:00 AM
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