Charm Rework - Introduction
Hello Maestreans! As you may have noticed, our charm rework has been released to Maestrea this morning (not quite the release date we were aiming for but here we are). To give a brief summary of the changes:
- Negative potion effects now stack, so if you have two charms that give slowness 1, you'll now get slowness 2.
- Positive potion effects now give only the highest available, so if you have two charms that give speed 1 and speed 2 respectively, you'll be getting speed 2.
- Effects removed from non-charm Relics/Arcanas. This one is pretty self explanatory and we feel it helps charms be as relevant as possible. You want effects? You gotta use charms (this does include charms that have been added using sockets).
In this post I hope to explain our rationale as well as give as much information as possible to enable you to use this update to your advantage as much as possible. So, without further ado...
Charm Rework - Charm changes
We realise that charms as they are now simply would not work with this new system, they're simply too varied and disordered. To that end, we will be (or have if you're reading this in the future) releasing an update to all charms to more fairly balance their effects. The general idea is that each charm will have 1-2 positive effects and 0-2 negative effects depending on the power of the positive effect and whether or not the charm is in the active pool or not.
To explain that last part of the previous chapter.. when charms are in the live pool (able to be pulled from Relics/Arcanas) they get a slight buff. This can either be with a decrease of a negative effect, an increase of a positive effect or a whole new positive effect. This doesn't mean the charms will be useless when not in the live pool, it just means that when they are active, they get a little boost for you to enjoy. Whether or not you stock up on extractors to rotate charms around to enjoy the best possible combinations is entirely up to you.
To allow for the most customisation possible, something we know is a big draw for relics, we've set it up so you have a choice of negative effects you can take with your positives. So if you're looking to build a speed & haste set for tree-feller (for example) you can use charms that reduce your damage output or make you more susceptible to damage. Conversely if you're looking for a PvP set to maximise your damage you might want to sacrifice your speed and ability to jump. We've done a lot of work to allow you to pick and choose what sorts of up and downsides you'll experience so you can always create a set to match your needs.
With all these changes, how could you possibly hope to keep up? As cliché as rhetorical questions are, we have indeed though of this too. Every previous and all future charms will now include their effects in the lore of the item, this includes the active effects as mentioned earlier. This lore will update each time you connect to ensure you've always got the latest information for any changes we may need to make or for when they're cycled in and out of the pools. This also nicely resolves the long standing issue of you having to ask in global whether anyone has any idea what a particular charm may or may not do.
Charm Rework - Important notices
As I'm sure you've guessed, this rework couldn't be made without some power downs as well as power ups, I've mentioned some of these before but I'll repeat them here in case you've skipped over something or just falling asleep whilst reading this wall of text (sorry).
- Non-charm Relics & Arcanas will no longer give effects, this is the function of only charms now.
- Each charm will give 1-2 positive effects and 0-2 negative effects depending on whether they are live and their power.
- Charms will no longer have attributes, and all historic charms have had their attributes removed.
- Charm lore will now always accurately reflect the effects of the charm.
I hope this comprehensive post has answered all of your questions and concerns about the new update, but if not please feel free to either reply on this post or reach out to either myself or Klozer on Discord or in-game. We're sorry for the lack of forewarning, we weren't expecting to release this content for another week or so but here we are! Thank you for reading and we hope you enjoy our latest Items update.
* Foot Note *
The Following Relics are now Charms: Heart of Gaia, Euphoria, Star's Seamstress, and Guardian's Talisman
Hello Maestreans! As you may have noticed, our charm rework has been released to Maestrea this morning (not quite the release date we were aiming for but here we are). To give a brief summary of the changes:
- Negative potion effects now stack, so if you have two charms that give slowness 1, you'll now get slowness 2.
- Positive potion effects now give only the highest available, so if you have two charms that give speed 1 and speed 2 respectively, you'll be getting speed 2.
- Effects removed from non-charm Relics/Arcanas. This one is pretty self explanatory and we feel it helps charms be as relevant as possible. You want effects? You gotta use charms (this does include charms that have been added using sockets).
In this post I hope to explain our rationale as well as give as much information as possible to enable you to use this update to your advantage as much as possible. So, without further ado...
Charm Rework - Charm changes
We realise that charms as they are now simply would not work with this new system, they're simply too varied and disordered. To that end, we will be (or have if you're reading this in the future) releasing an update to all charms to more fairly balance their effects. The general idea is that each charm will have 1-2 positive effects and 0-2 negative effects depending on the power of the positive effect and whether or not the charm is in the active pool or not.
To explain that last part of the previous chapter.. when charms are in the live pool (able to be pulled from Relics/Arcanas) they get a slight buff. This can either be with a decrease of a negative effect, an increase of a positive effect or a whole new positive effect. This doesn't mean the charms will be useless when not in the live pool, it just means that when they are active, they get a little boost for you to enjoy. Whether or not you stock up on extractors to rotate charms around to enjoy the best possible combinations is entirely up to you.
To allow for the most customisation possible, something we know is a big draw for relics, we've set it up so you have a choice of negative effects you can take with your positives. So if you're looking to build a speed & haste set for tree-feller (for example) you can use charms that reduce your damage output or make you more susceptible to damage. Conversely if you're looking for a PvP set to maximise your damage you might want to sacrifice your speed and ability to jump. We've done a lot of work to allow you to pick and choose what sorts of up and downsides you'll experience so you can always create a set to match your needs.
With all these changes, how could you possibly hope to keep up? As cliché as rhetorical questions are, we have indeed though of this too. Every previous and all future charms will now include their effects in the lore of the item, this includes the active effects as mentioned earlier. This lore will update each time you connect to ensure you've always got the latest information for any changes we may need to make or for when they're cycled in and out of the pools. This also nicely resolves the long standing issue of you having to ask in global whether anyone has any idea what a particular charm may or may not do.
Charm Rework - Important notices
As I'm sure you've guessed, this rework couldn't be made without some power downs as well as power ups, I've mentioned some of these before but I'll repeat them here in case you've skipped over something or just falling asleep whilst reading this wall of text (sorry).
- Non-charm Relics & Arcanas will no longer give effects, this is the function of only charms now.
- Each charm will give 1-2 positive effects and 0-2 negative effects depending on whether they are live and their power.
- Charms will no longer have attributes, and all historic charms have had their attributes removed.
- Charm lore will now always accurately reflect the effects of the charm.
I hope this comprehensive post has answered all of your questions and concerns about the new update, but if not please feel free to either reply on this post or reach out to either myself or Klozer on Discord or in-game. We're sorry for the lack of forewarning, we weren't expecting to release this content for another week or so but here we are! Thank you for reading and we hope you enjoy our latest Items update.
* Foot Note *
The Following Relics are now Charms: Heart of Gaia, Euphoria, Star's Seamstress, and Guardian's Talisman
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