Charm slots on belts should scale with item level and not be a luxury, nobody has 3 charm slots and barely anyone is running 2

639

Right now, one week into POE2 there is exactly 3 belts on trade with 3 charm slots unlocked. Every single unique belt is hammered into having one charm slot only and people who are currently farming pinnacle bosses, fully juiced waystones etc are doing so with 1 charm slot unlocked

Usually its fine to say "the average player wont achieve this" in path of exile, but in this scenario even the top .001% will not be running 3 charm slots. So who is it for? In order to get more charm slots you need it as a mod on your belt, its an extremely rare mod that cant be targeted and +2 slots requires an ilvl 82 belt. What are the odds anyone is going to get a belt with mods that theyd consider using combined with +2 charm slots in a game with no scours/alts and deterministic crafting for rares?

For a mechanic like charms that were presented to us as a flask alternative that solves the issues POE1 had with flasks, having it essentially be non existent in the game feels pretty bad. You have 12 charms used to solve 12 different problems, yet 99.999% of players will only get to use 1

I feel like belts ilvl should scale with charm slots, for example ilvl 66 = 2 charm slots and ilvl 82 = 3 charm slots. It makes it so belts found in any lvl of waystones will unlock your second charm slot, and the only way to get the third charm slot is getting belts to drop in the highest lvl area waystones so those still come at a premium. It also makes it so theres a difference between unique belts found in acts/early waystones/endgame waystones and will essentially add a "chase" aspect to every unique belt, giving you a reason to upgrade even the 1c unique ones

Comments

Adventurous-Pen-89401

Diablo 2 the game that GGG is obsessed with, allows you to have 12 potions if you wear a high level belt.

sedwain1

This whole thread goes to show important UI and implicit communication is. If there was just a single charm slot on your UI by default and belts weren't always reminding you that they only have a single slot, but otherwise it was the same and rare belt mods could create additional slots, I don't think this thread would exist. At least not until a meta developed in which having multiple charms was known to be very important, rather than a luxury.

But because the UI tells us we're supposed to have 3 charms, it's an implicit feel bad to be in the end-game and still only have 1.

user_88041

"nobody has maxed out this 1 week old rpg yet, totally unplayable

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Hogdog_Hambdwich1

ilvl 82 is a bit bananas for the second slot in a vacuum, that it only rolls as a mod just adds insult to injury

xcbmn1

i wasnt even aware such an mod existed, lvl 87 here t15 maps

Depleted_1

Agree with this, hopefully it'll smooth out over time as more players reach maps and higher ilvls, but could probably do with some small tweaks, at least to 2 slot belts. If 3 slots stays exclusive that's fine, but I've seen zero with 2 by level 75

timetogetjuiced1

I'd rather flasks come back than this boring uninteractive charm system. Imagine getting poisoned or frozen and having to react with a flask instead of spamming them? Would actually make for interesting gameplay.

icesharkk1

Why isn't it a socket? That would make so much sense. Make it a rare currency item used to unlock it.

AzzaraNectum1

What in the bullshittery is this?

d1stor7ed1

I thought it was something they overlooked or a bug. I'm level 80 and rocking a single, useless charm.

brufio111

I thought the slots was an implicit on higher ilvl belt :(

Strg-Alt-Entf1

I am running two and I can say, the slots are extremely powerful. You can in principle run 3 stun charms and you don’t have to invest a single point into stun threshold anymore.

It’s good that they are rare with the current charms.

If charms were less powerful I would agree.

Squintore1

Doesn’t help that there’s like 20 clusters involving charms. Let me turbo buff one charm I guess.

Racthoh1

I assumed more than one charm slot would come with fulll release.

PolygonMan1

I agree with this. Honestly I don't think a charm slot is worth as much as a high tier good mod in the first place. Like I'd rather have a high tier resistance or life roll than another charm slot anyways. Also it's just more fun to be able to equip more stuff.

AtlasCarry871

Lvl 82, there is more than one?!

Severe-Log-21261

+1 implicit on utility belt go

chrisbirdie1

Especially considering there are barely any alternatives to deal with ailments

salbris1

I didn't realize + charm slots was an explicit. When I go to search I see tons of +1 belts (which have 2 slots in total). They are all listed for 1 exalted so either people don't realize what they got or you didn't realize how common they are :D

SaltystNuts1

I thought it was tied to ilvl pluss rng. Which I guess it kinda would be, if they dropped more frequently at high ilvl.

aqua9951

Its one of those mechanics that are cool and fun and underepresented just like Spirit.

Here is this fun ressource for reservation and a belt that can hold several Charms now. Meanwhile Act3 Cruel sitting on 1 Charm and finally getting 100 Spirit.

Mammoth5k1

It was stupid of me to assume this was the case, it should scale with level. they even tease us with those two locked charm slots.

MidasPL1

I think +1 should be in the base and another +1 as a mod.

Natalia_Queen_o_Lean1

I think this just points out the bigger issue that crafting in this game shouldn’t outright be gambling.

It’s not exactly fun to pick up every white base of my crossbow to the point that I have 2 stash tabs of them for a “crafting attempt” where I will just throw rng orbs at dozens of bases until I hopefully get something better than what I have.

The process being -> normal to magic with regular essence -> regal with upgraded essence -> exalt pray

That’s way too much rng. My favorite thing about path of exile one was learning the crafting system and being able to craft items that would upgrade me.

This game is more like collect orbs and gamble until you win the lottery.

Ixziga1

Ok, this particular thing was a bad choice. I think they rushed this idea out as charms weren't even a thing a month before EA launch. I'm hoping GGG removes charm slots as a contentious pursuit entirely and just makes it something you get implicitly through acts.

Takahashi_Raya1

yep this is feedback i think they should take to heart because it makes using unique's a problem as well as you mention

Kryhavok1

Yeah I thought for sure when I found my first "double belt" I was finally getting a second charm slot. NOPE. Such a weird design decision. I guess they don't want us having constant immunities and have to decide what is most detrimental to our build at the moment. But since you often dont know what boss mechanics are before you fight a boss, its kind of a cheap way to get us to die.

Fatboy2321

Honestly, I think it should be more than 3 and more like 5..

But they should reduce their effectiveness, instead of 30 res for 5 seconds make it next hit from source trigger.

Or the ones that save you from stun/freeze/pin and other stuns have less charges so it saves you a single timer per recharge.

But yeah, this whole "diversity" and "options" boiled down to a single (unless extremely lucky) charm choice doesn't seem really "customizable".

japenrox1

You can get 2 slots belts for 1 ex on trade.

fcuk_the_king1

That's the kind of system I imagined when they told us that the slots can be increased by 'upgrading' your belt.

The kind of ridiculous bs (The ascendancy trials, the overtuning of mobs in higher tier maps, the scarcity of upgrades) that got through in this early access is frankly absurd.

machineorganism1

i think your proposal is way too easy. considering that charms don't need to be rolled at all to get their most useful mod (the implicit), i'm fine with them being rarer. maybe not as rare as they are now, but just making them guaranteed and free as you're suggesting is not the direction i want the game to go in.

LKZToroH1

Charm slots shouldn't be tied to belts at all. They should be either unlocked by default or unlocked by progressing through game

Tretrue31

You guys are finding 2?!!?

lll4721

Oh, thats how you get more Slots. i was wondering how it worked. Thats bullshit.

LV_Blue-Zebras_Homer1

Charms are strong AF.

Pwnstar071

I’d rather they be unlocked by killing a boss just like +2 passives but they give +1 charm slots instead. Or a node in the passive tree.

furitxboofrunlch1

Considering that we don't have all 6 acts or all of the classes or weapons I just assume that what we are playing is incomplete.

fightbackcbd1

should let you socket charms in gear.

BishopHard1

maybe the introduce the charm slots in act 4-6 and since it gets introduced there they didnt fully put it in the game yet?

merphbot1

The d2 mod medianxl does this well, items have tier 1-4 and 1 endgame one, and for belts each tier adds more potion slots. Could do the same with ilvl or just make the mod more common but idk. Not getting slots feels pretty bad at high levels.

Hellknightx1

I didn't realize it was a rare mod. I assumed the charm slots just weren't unlocked yet due to dev build/early access issues. That's pretty stupid IMO. All high level belts should have all slots unlocked.

kryshen21

I would also be done with a currency item which adds a charm slot to an item, to a max of 3. A lot of low level uniques could remain usable if they could be given more charm slots

Maureeseeo1

Becoming immune to ailments should be a power threshold we can achieve. The charm system could be so much better but they are ham stringing it cause we don't have to flask piano anymore.

xlCalamity1

I have identified over 100 belts since endgame and I have found a single belt with an extra charm slot. And the rest of the stats were so bad that it was not worth using. Idk who came up with the current system, but it should not be tied to an extremely rare mod whatsoever.

-haven1

At first I thought act 1 to 3 had 1 charm slot options. Then act 4 to 6 would give 2. With maps finally unlocking 3 on every belt.

TheUnstoppableHiggs1

It's hilarious to me that they supposedly take so much inspiration from D2, and here is a mechanic straight out of D2 where your belt affects your potion (in this case charm) capacity and instead of going with D2's "belt tier affects capacity gains" they decided to make you tie up an affix for it.

Greaterdivinity1

Wait it's a fuckin AFFIX? And the +2 affix is 82+?

I was initially very optimistic and excited for this change from flasks but this sounds bloody awful.

What-The_What1

TIL charms are on belt slots. I thought you got additional slots leveling through the campaign.(I'm a slow leveler)

HerFirefly1

Absolutely baffling to learn, at level 24, I likely won't be seeing a second or third charm slot for a damn long time, if ever in the current state. I'm still hoping I can have more than 2 support gems to a skill