Path of Exile 2

Path of Exile 2

Charms .... we need to talk about these dumb flask replacements.
i noticed i kept getting frozen, im at end game, and being frozen is a defo no no, so looking at all the things i could do to help, the best way is the charm anti-freeze, activates when you get frozen and removes the freeze.

..... it has 80 charges, and uses 80 charges ..... so you can only use this damn thing once, making it utterly pointless during a bossfight, or in a large crowd where the enemies are using cold/aoe cold attacks.

Why in the name of sanity did they change the flask with anti-freeze to an even worse mechanic?

The fact it can only be used once per 80 ENEMIES KILLED means you are FORCED to get the bonus that makes you get more recharges, making the charms utterly useless in design, it only has 1 outcome, and if you don't get those outcomes, the charm is vendor trash.

This means it can only be used in most boss fights, once ..... they design fights to last longer to slowdown sweat twitch lords killing them in less than 2 seconds and actually give them phases and such, but then incorporate a dumb dodge system followed by a dumb way to help survival - I swear, the devs are literal sadist OR the most ignorant company ive ever played a game for, over 10 years of learning whats good and bad for boss fighting, and they design something as bad as this?

And not only that, but charm slots seem to be rare as fug.
Extra Charm slots, something that feels vital whilst mapping, are rarer than divines!

Its like, they learned nothing since poe, and had a massive mental lapse for poe2 ....

I gotta ask, if they wanted charms, why are they designed this god awful?

For instance, why are charms not like this instead;

Anti-Freeze Charm
1 Use - Removes Frozen Status Effect
Cooldown 6 seconds
(Gain 1 use when cooldown expires)
----------------
Magic additions:
+1 use
% cooldown recovery
Chill immune for 4 seconds on use
Also removes ignite on use
Gains 1 use on Elite kill
etc etc etc etc

YOU KNOW, so it has function during a boss fight or large crowds of enemies!?

80?????? *sigh
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Showing 1-15 of 31 comments
I'm with you on this, charms as a mechanic are absolute trash, no one likes them, and they are 100% useless in boss fights that don't spawn adds.

"hmm, you know what? Flasks in poe1 were super successful, but let's just create something 500 TIMES WORSE for POE2 to replace them because the game isn't already hard enough"
Last edited by SkyTrainWand; Jan 6 @ 6:24pm
Wutever Jan 6 @ 6:25pm 
Yeah, I dunno what GGG were thinking. Charm slots need to be based on level or something. Being a suffix that conflicts with resists is stupid.

Charm affixes are also absolutely moronic. Recover 19 mana? 120 Guard? Really? For 80 charges? lmao
How about resistance actually work right. if i have maxed out cold resistance then I should never get frozen. If i build up my defenses then I should not be effected by effects related to those elements. That's the entire point of having a resistance to cold so i don't get frozen in the first place. Devs really smoking some bad stuff.
Lyote Jan 6 @ 9:24pm 
Originally posted by SkyTrainWand:
I'm with you on this, charms as a mechanic are absolute trash, no one likes them, and they are 100% useless in boss fights that don't spawn adds.

"hmm, you know what? Flasks in poe1 were super successful, but let's just create something 500 TIMES WORSE for POE2 to replace them because the game isn't already hard enough"

You know what they also thought?
That having a dozen flasks for different effects was stupid.
Theyve actually spoken on why they removed all the extra flasks, if you care to look.
POE1 is balanced around having all those flasks, so they cant really just excise them without issue, But they absolutely can begin POE2 without them.

Charms need tweaking, absolutely.
But they also shouldn't be "I get to stand in the fire like a dumbass with no consequences"

Ive gotten a belt with +1 Charm Slot and there's a passive in Rangers section of the tree that increases the Charm Slot by 1 also.
We shouldn't need random attribute rolls and a passive to get to the cap of 3 though.

However, With 3, You could load up 3 Thaw Charms and theoretically be immune to the first 3 full freezes that a boss applies.

Charms should regain power per hit, not per kill IMO. That would go a long way to making them more valuable in general and especially on bosses.
I dont know what the OP is doing but I run a freeze and stun charm and never get frozen or stunned even in reduced resist, extra cold damage maps


edit: and I see the charms pop quite often to
Last edited by thawn4444; Jan 6 @ 9:26pm
Wutever Jan 6 @ 9:26pm 
Originally posted by Sparhawk:
How about resistance actually work right. if i have maxed out cold resistance then I should never get frozen. If i build up my defenses then I should not be effected by effects related to those elements. That's the entire point of having a resistance to cold so i don't get frozen in the first place. Devs really smoking some bad stuff.
The point of resistances is to not ♥♥♥♥♥♥♥ die instantly to elemental damage, not to become immune to ailments. Ailments have buildup / chance to be applied based on damage taken from their associated element multiplied by any ailment multipliers.

You will never become immune to getting frozen / shocked / ignited by just capping resistances. This is expected and working as intended.
Originally posted by Wutever:
Yeah, I dunno what GGG were thinking. Charm slots need to be based on level or something. Being a suffix that conflicts with resists is stupid.

Charm affixes are also absolutely moronic. Recover 19 mana? 120 Guard? Really? For 80 charges? lmao
theyre clearly a placeholder mechanic that will be fleshed out later. its only recently that they decided to dispense with their old flask system and lateral that complexity over to charms. its undercooked but thats the point of early access
Rogue Jan 6 @ 9:34pm 
Charm does have a regen charges attribute and there are skill nodes for them to invest in if you are interested, including +1 charm.
Charm slot +1 should be given for free as part of belt stats. The last slot is the one that you can put on skill tree or as very rare stats. The current design i sjust dumb
I really like the idea of charms, considering I didn't much care for the constant flaskjuggling of PoE1, but it is quite clearly a work-in-progress. Not that exciting at present, may become as much further down the line with more development time.
They're useless in the end game when you're getting assaulted from all sides by numerous mobs. In the beginning of the game a charm might save you from being one shot by a boss but only once and only if the resists fit the scenario.

The entire concept seems like a placeholder idea that didn't get further development. Even more so, the belts only have 1 slot. Investing in charm nodes is pointless since those points can be used for much more effect somewhere else.
Last edited by serotoninpack; Jan 6 @ 11:03pm
Got antistun and antifreeze charms and it works well. If you are facetanking hits 24/7, you are playing the game wrong way. You are not supposed to have permanent immunity to everything...
Chris Jan 7 @ 11:54am 
Originally posted by Sparhawk:
How about resistance actually work right. if i have maxed out cold resistance then I should never get frozen. If i build up my defenses then I should not be effected by effects related to those elements. That's the entire point of having a resistance to cold so i don't get frozen in the first place. Devs really smoking some bad stuff.
Unless you are immune you are always going to be affected...

Resistances aren't immunities
Medicles Jan 7 @ 12:06pm 
Originally posted by Wutever:
The point of resistances is to not ♥♥♥♥♥♥♥ die instantly to elemental damage, not to become immune to ailments. Ailments have buildup / chance to be applied based on damage taken from their associated element multiplied by any ailment multipliers.

You will never become immune to getting frozen / shocked / ignited by just capping resistances. This is expected and working as intended.

I wouldnt say never. I am not versed in this topic but i kinda trust Kripparians inside and he did state that its theoretically possible to become somewhat immune to the ailments when increasing the maximum res and still capping it. One would still not be immune per se, but most enemy damage would just not be high enough to increase the buildup.
Legend Jan 22 @ 6:31am 
I'm a ranger. And I get frozen in the air equipped with an anti-freeze charm. Charges were not used at all. Charm....useless.
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Date Posted: Jan 6 @ 5:10pm
Posts: 31