If you were trying to fix an already established system then the charm fix makes a lot of sense (it’s why PoE opted to effectively do it) but if you have the option of designing from scratch then I think it introduces too many problematic design and player experience issues so should be avoided. I think what you’ll find with a lot of these potion systems is that they become a chore, just another button in your rotation so the majority of players will opt to use the charms instead and then you have to think why did you even make a system where the majority of the players immediately try to move the system out of their way. (notably, they were not meaningful to use, you always wanted them up so you just pressed them on CD) The idea of replacing the potion slots with charms is effectively the way modern PoE works when you use certain flask enchants and they introduced this system precisely because there were a massive amount of complaints about the flask system. To me this lets the devs make consumables powerful and a meaningful aspect of the fight, you use that consumable at the right time to get more value than using it at the wrong time. ![]() They both feel like I have 4-5 extra abilities to press but not super meaningful abilities, just mandatory non-thematic extra generic abilities.ĭ3’s system can definitely be improved on but I would honestly much prefer they stick with the single button consumable with a cooldown than go up to 4 buttons. I’m honestly not a fan of the D2/PoE systems.
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