Charms need a buff / rework
I know flasks are too strong in POE1 and GGG hated flask piano etc., but I honestly don't know what GGG is doing with charms in POE2.
Charms are supposed to be the replacement for flasks to get occasional immunities to stun, freeze and other stuff, but they feel so incredible weak. Why? You almost don't feel them at all. And in fact, most people don't even bother to use them outside the first free slot. It's either the uptime, the required charges, charm usefulness in general or the requirement to get +charm slots on a belt suffix.
Getting a belt with +1 or +2 to charms is still rare, even after the buffs from last patch. And you are not getting out your way to get a belt with just +charm slots, the item has to have other decent stats too. Nobody equips a shit belt with just +2 charm slots and says that it's worth it. A decent belt has to have some combination of life, mana, defence, resists or stats on top of it. And that is pretty hard to find and makes people not to bother with charms from the get-go.
And what is this charm uptime? You can't choose when they are up and you can't see if they are ready (without mouseover the charm itself). So most of the time you don't notice your charms at all OR you are missing them when they are needed. You can tell if your life or mana flask is useable, but there is no visual indicator for charms at all. Why?
When I'm running into a pack of 20 mobs and get chain stunned/frozen because the charm procced just before that pack from 2 white mobs ... it just feels terrible. Getting charm charges back also requires killing many mobs. A single use of a freezing charm requires 80/80 charges and is up for 3 seconds. Why? It can be fine when you are chain killing mob packs in a map, but what about bosses for example? A single automatic use and then your charms are effectively worthless?
Let's actually talk about the charms and see how good they are:
- Freeze Charm (uptime 3 sec, 80/80 charges): almost mandatory?
- Stun Charm (uptime 2.5 sec, 40/80 charges): fine
- Slow Charm (uptime 3 sec, 40/80 charges): okey-ish sometimes
- Poison/Bleed Charm (uptime 3 sec, 40/80 charges): degens are not too bad in POE2, so I stopped using them
- Fire/Cold/Lightning/Chaos Charm (uptime 4 sec, 40/80 charges): conditional res, what the fuck is this?
- Rarity Charm (uptime 1 sec, 80/80 charges): 1 second uptime 20% rarity AFTER you kill a rare mob, is this a joke? (edit: some people pointed out that the rarity also applies to the rare mob you kill and it's not an 'after kill' effect ... that would make this charm actually really good, but I would like to see some confirmation for this :D)
IMO freeze and stun charms are the only charms worth using right now. When you are getting frozen in a big pack of mobs in a juiced T15 map, most characters just die. And rightfully so because you get yourself in this situation, you could have just dodged right? Well, when things like massive spell effects, mob density, pushbacks and surrounding mobs come into play you just can't dodge or see shit sometimes. Especially when you are playing a melee build that doesn't kill everything one screen ahead. And in situations like these, charms fail to deliver a viable defence quite often.
So what to do? I was thinking about how to change charms to make them better, but not too good like flasks in POE1. Some of my suggestions:
- number of charm slots should not be a suffix mod on belts, it needs to be an implicit OR you automatically unlock more slots with your character level (aka second charm slot at 70, third at 85 or something like that)
- increase charges of charms to get more uses OR buff the uptime
- buff charm modifiers on belts or make them more common to make it worth investing in charm uptime/effects
- visibility: make it clear when charms are ready or when they are up, like the bar under flasks in POE1 or a simple red/green overlay over each charm slot
I think that's it from my side. Maybe I'm just cooked and I see the whole charm system too negative. Feedback is welcome! I would like to hear what other people think.
Comments
I put the first freeze charm in and quit even thinking about charms
You can tell this was a recent change they made haha
wait, does the rarity charm not work for the rarem mob you killed to activate it?
Also they need to figure out something in the UI to show when a charm is even used. I have one on, but I have no idea what it's doing nor does it reflect on my resistances screen.
On the belts part of the discussion, its an additional hidden cost to using uniques, they dont roll affixes so 0 chance of extra charm slots. Rather annoying.
Rarity charm - Yeah, its after you kill it which is when the drops are rolled.
Proposed changes -
Default extra slots would definitely be nice but I'd be fine with anything that isn't gear based, they could do something like the Relics quest in act 2 where its a choice, they could make it a passive and sprinkle it across the tree, anything really.
I'm honestly fine with the charges, most of them are pretty big effects so they aren't meant to trigger often. You're meant to be dodging hits in this rather than face tanking, though most fights don't really support this philosophy but thats an issue with other areas of the game.
They definitely need some sort of indicator, don't think anyone will argue there.
rarity charm is bananas in breach, tp to town, take charm, use well, come back, start breach, get the same drops as without charm. ur welcome.
Be ranger, get second charm slot for 2 passive points.
Rarity charm in slot 1, stun charm in slot 2. Simple as.
I'm thinking since its early access its kinda like a placeholder atm like the idea is there and probably will get reworked on but who knows xD
I got a +2 charm belt the first day of the patch. I'll swap them out when I'm seeing lots of a certain damage type. Not exactly engaging gameplay, but not so bad if +charm belts become more common, which I think they will be.
Charms are weird, what is their purpose? Freeze and stun ones seem like obvious choices, some like poison are pretty wtf
I just want some visual feedback that’s easy to see if my charm has charges or not lol
I think the Rarity Charm is not ‘after’ you kill, it’s ‘when’ you kill. All loot drops are calculated on kill, they are not preloaded into mobs on map generation. So it’s ‘you kill -> charm activates -> loot calculates -> loot drops.’
But that’s just my speculation.
My belt with 3 rarity charms begs to differ
I heard some other people say that they removed utility flasks and created the charm system a month before EA release, so it's a last-minute early design. They should go through more iteration before the 1.0 release for sure.
I'd like it if we automatically gained charm slots as we progress through the game, like Talisman Pouches in Elden Ring. Take it off the belt entirely.
I think the only fundamental change to charms we need is visual clarity on when they are up. Honestly, potions could use this as well, it's really hard to see how many chugs you have left. I hated piano meta in PoE1, so incredibly boring and tedious at the same time. Charms are a huge upgrade over that imo.
I honestly have no idea if my charm is working or not. I switched to the rarity charm, because I never noticed if my chaos res charm did anything
I guess you havnt heard of chaos res charm which really helps against one shots before you max out chaos res
I was doing the breach boss, and he cast the frozen waves, ofc you can run away and dodge it, but if you get hit by it you get instantly frozen and can't move or react for few seconds and you pretty much dead at this point. So i went to change to frozen charm nothing happen get frozen gain.
I think the game is in an early stage ofc, but some stuff bosses are outright dumb and boring as he'll if you do a normal build that does not one-shot all the end game content.
Frozen or stunned in a boss fight should not exist. Imagine doing a boss in Elden ring, and you just get randomly frozen , you would 100% die. Some bosses had no windows to attack ( felt like some of the bosses are pre nerfed Radhan )
And the cat boss you get from gift a sub was so bad as well. The boss just jumps on the pillars, and you afk for 5 minutes to the boss gets down.
I love the philosophy about hard content and hard bosses, but let us practice them, in the end game,and stop making bosses cc you to death, which is a very bad design.
I don't even think I would notice if the charm was gone.
Wait you have to activate charms?
I dunno, I keep getting frozen despite having the charm to prevent it. It doesn't ever lose charges, so I'm not sure what's going on with it.
I think the decision to reduce us to 2 flask and add the charm system was made quite late in development. The system feels very undercooked for the reasons that you've layed out, but I believe that they will rework or improve it sooner or later. They simply haven't gotten around to properly addressing it because there is so much to do and it "works" for now at least in principle.
And don't forget some of the actual magic modifiers are insultingly bad. Like one that gives 4 mana when the charm is used. Like... what?
The resist from the first charm should not be tied to the effect, that would solve all issues for me.
The ability to swap in 25% resist for a specific fight would be perfect. I'd even take fewer charges so you get 2 uses per well/rest.
Love GGG, but making this another complex "system" is absurd. The reward for the tedium is nonexistent.
You can tell if your life or mana flask is useable, but there is no visual indicator for charms at all. Why?
To be honest, I think the visual is terrible for flasks as well, its obvious when they are empty but when they are missing a few charges, I can't see it.
If you use a controller, for some reason however, it gives you a visible number of uses (not charges). If you're using keyboard & mouse, it shows nothing at all.
I wish they would improve this for charms and flasks generally, allow me to show the number of uses available at all time for all of them.
I just want two or three rarity charms really. More magic find is power
just a UI to see when it gets triggered would be enough for it to be great imo
I also don’t fully understand them. If stuff like resistances and item find works on the triggering hit then that’s great, tho it’s still awkward that there’s no feedback when it triggers.
However, if they don’t work on triggering hit and only after then no thank you.
Since we have WASD movement, I'm very thankful I don't have to worry about triggering resistance flasks. That said, we need more visual queues. Having flask type charging visuals would be great, then another visual queue when they fire off would feel more meaningful. Right now I don't even think of them until I die in a boss fight, then I might move one around.
Don't need to complain about only being able to take 1 or 2 charms on your belt if you only need 1 or 2 charms. (taps forehead)
I'm still of the mind that charms shouldn't grant temporary immunity but be a pseudo-buffer for the amount of stat procs needed for you to actually get inflicted by the status effect dependant on "charm use" and charm regenerates on a J-curve based on if you've been inflicted by that status effect. So it's like a trade-off of using it often or having a lot of charges on hand.
Then have like. 2 Base Charm slots gained on campaign, 1 Charm slot for belt, and DEX Classes get 3 more charm slots via their passive nodes (so that the modifications to UI is literally just another row of charm slots for DEX classes).
So like say for example, you get frozen, instead of getting frozen your Frozen Charm uses up 5 - 10 charges and you don't get frozen. Or if you somehow get an ele hit that has a formula that either ignores some of your res, you're not at capped res, or you have exposure - it takes 3 to 5 charges and adds some res to your shit (so not a blanket trigger for any ele hit).
Then add a crit resist charm, a dmg reflect charm, and other shit.
As for the charm regen, 0 base (so the suffix mod still has a use in combat) with a delay akin to ES shield regen with a J-curve influenced by DEX class mods for other shit. Alongside the usual charge gain on kill shit.
I keep hearing this "piano" argument, but I just don't get it.
We used to have ways to automate flasks, and having a good flask setup was a core part of every build.
Now, we have charms that are mediocre at best. On top of that, charm slots aren't implicit. I've found around 10 raw divines so far, and I have yet to see a +1 charm slot.
My problem is that with charm slots being unlocked via a belt affix, any build that uses a unique belt (I am using Midnight Braid, for instance) will never have more than 1 charm slot. It's such a bad design decision if that's what they want to have going forward. Of course, that's just one of the myriad of problems I have with charms.
Poe 1 flasks are still better than the way charms are currently implemented
I 90% sure that stun charm is also pointless, as in 'cannot be stunned' will not remove a stun, it just prevent chain - stunning for a duration of a charm
Freez charm works good and chaos charm can help if you aren't caped, but they are useless outside of mapping because uptime on bosses in non existent
Hey, I was thinking about posting this and using most of the same logic and examples.
It feels odd that in order for charms to feel like they exist, it'll take quite a few belt affixes and to high roll some charm affixes.
Why? You almost don't feel them at all.
I've started farming ultimatums for profit, and had issues with slows and stuns. Grabbed anti-stun and anti-slow charms and now ultimatum aren't an issue to farm.
If you haven't noticed them, maybe you didn't have the issues with certain elements in the first place?
My problem with charms are that since they are passive, the charges get used up on small white mobs that pose no threat, then when you need them in big fights they’re empty.
You need agency over your status actives!!
i think charms shouldn’t have a duration, but just consume charges when stunned or frozen to nullify it depending on its duration
Would be nice if they also had some constant passive effect, doesn't need to be anything crazy either
They suck. Amazing idea: god awful execution.
-Visual of them proccing is needed.
-their modifiers are, at least half, useless (26 mana on use?)
-make unlockable with quests. Leave belts giving 1 I suppose…but don’t make it a magic mod (also move speed implicit. Get if OFF boots rolls ASAP, it’s not the 90s anymore)
-an indicator near flask so you can see if they’re available…maybe a buff marker on character liek charges or something at an option
charm effects should feel like you’re getting a shrine if the charges are this low
EA
They do have options on the passive tree now, do they not? There are also tons of mods that boost charm charges, duration, etc as well as passives for those too.
I'm going to guess most have not ever specced into it or focused those rolls on your character and will still say they're bad without any testing?
It's close to being where it should be. They aren't mandatory to progress but you could build some character power with them if you chose to do so at the cost of other stats.
Freeze is not mandatory at all? I'll slot it maybe on extra cold map and even then I can just flask through. Stun is helpful on stun maps. Chaos for extra chaps maps. And rarity the rest of the time.