




If anyone made a game like that today that didn't have a fanatical nostalgia reddit crying over it, it would fail. Of course you can't change everything about the game, and some of it's quirks are what make it special, but losing your entire inventory to universally excepted competition, and not being able to use more than 10% of the skills in the entire game that they're Already remaking, "For no reason, because nobody will use them", is stupid. Yes, there are a lot of things about Diablo 2 that aren't perfect, but what you just did in this next paragraph, was take an idea, and ran to the absolute ridiculous extreme just to try to make a point, "Because you know you can't make a real point about charms/skills". It wasn't a point though, it was just saying don't change something awful, so we can keep awful, so You have nostalgia. They'd like a place to put some actual gear, and more than 2-3 spells per character that's viable endgame. It's not like people are asking for lore changes, different skills, etc. That will be the word that makes D2:R half of what it could've been if Blizzard wasn't so afraid of outrage/cancel culture. It would make much more sense for the necklace to have charm slots, then people could min/max charm builds, but still pick up more than 1 item dropped off Meph without having to go to town, risking a DC, steal, etc. It doesn't make the game charming, it makes the game worse, for no reason.īeing nostalgic over something pointlessly bad isn't valuable. It was when LOD came out, and it still is now. Nobody but the loud minority of nostalgia fans are going to enjoy that, and for good reason, it's poor game design. if everyone makes the same decision to lose their inventory, which they did, and will again, the result is a item finding game with 1 item inventory space. No good things are added to the game with forcing inventory charms vs giving them their own pouch while maintaining a functional inventory. Then play uber-tetris, have less fun, because nothing. There's no tradeoff because everyone makes the same decision. That's accepted as proper game design, yet having another major gear mechanic, "but then no inventory space", in an item farming game, suddenly isn't? 16 slot belts for potions is no different.
