Quicksilver Charm - Grants Movement Speed

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AverBeg7#1689 เขียน:
sounds good to me +1

It probably needs duration adjusted, 6 seconds is a bit long. Maybe 3-4 is good, 2 would be very conservative and make it a charm build only thing.



+1

Agreed on duration, 6 seconds is a bit too long and reduced to 4 seconds. But think a required level of 20 is better so you can use it during Act 2, just my personal preference.
แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 10 ส.ค. 2025 09:35:34
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AverBeg7#1689 เขียน:
The silver charm is a cool idea. It fits because it doesn't allow you to ignore mobs since it is on kill. It could easily be balanced around duration.


That was my thoughts as well.
แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 11 ส.ค. 2025 20:25:46
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CharlesJT#7681 เขียน:
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Evergrey#7535 เขียน:


Not 40% brother and definitely not popping from a magic monster kill xd.



Ok. Sounds good, updated OP to 20% and only pop from Rare or Unique Enemy.

Seems pretty reasonable to me.


I would be fine with 30% and have it trigger on anything from magic to unique. It is not like you will be using it on every monster. What is the fastest you can generate charm charges anyways?

I am sure there could be a way to get this to trigger more often, but off the top of my head I am not familiar with any. It does sound neat though. You could also have it trigger when monsters deal damage to a player instead of the player killing a monster... Just my thoughts.

Cool idea :)
Let's work together to make this world a better place :)
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LostSoulz289#8506 เขียน:
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CharlesJT#7681 เขียน:
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Evergrey#7535 เขียน:


Not 40% brother and definitely not popping from a magic monster kill xd.



Ok. Sounds good, updated OP to 20% and only pop from Rare or Unique Enemy.

Seems pretty reasonable to me.


I would be fine with 30% and have it trigger on anything from magic to unique. It is not like you will be using it on every monster. What is the fastest you can generate charm charges anyways?

I am sure there could be a way to get this to trigger more often, but off the top of my head I am not familiar with any. It does sound neat though. You could also have it trigger when monsters deal damage to a player instead of the player killing a monster... Just my thoughts.

Cool idea :)


What about having "Chance to Cast When Struck"?

Just like in D2.
แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 12 ส.ค. 2025 10:09:17
So the people still playing this game(or at least forum lurking) would actually settle for this charm? Boots need implicit movespeed or just improve base movespeed by X%.

Also, wanting to move a bit faster across these gigantic maps doesn't mean someone "wants PoE1". It means they want a frustration reduced.
+1
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FruitLord#0833 เขียน:
So the people still playing this game(or at least forum lurking) would actually settle for this charm? Boots need implicit movespeed or just improve base movespeed by X%.

Also, wanting to move a bit faster across these gigantic maps doesn't mean someone "wants PoE1". It means they want a frustration reduced.


you only get frustrated because you are used to poe1 like pacing. play d2 classic for a day and poe2 will feel super fast. if you will bump base speed you will push this game closer and closer to zoom zoom
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FruitLord#0833 เขียน:
Also, wanting to move a bit faster across these gigantic maps doesn't mean someone "wants PoE1". It means they want a frustration reduced.


Agreed. Even D2 you can find boots with 40% Faster/Run Walk at low level (e.g. Sanders Riprap).
แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 13 ส.ค. 2025 10:25:08
Still think this would be a great addition to 0.3.0!
Why do you think it got removed in PoE2? Now ask the same question for all the others things they decided to not put in PoE2, they are all related.
Tech guy

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