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"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"
Charm affixes are also absolutely moronic. Recover 19 mana? 120 Guard? Really? For 80 charges? lmao
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.
edit: and I see the charms pop quite often to
You will never become immune to getting frozen / shocked / ignited by just capping resistances. This is expected and working as intended.
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.
Resistances aren't immunities
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.