hp/mp charms

derkin
derkin Posts: 12 Arc User
edited March 2010 in Suggestion Box
The % value they activate on is terrible. I'd like the see the hp one activate at 25% and the mp one at 50%. Either that or be able to take the things off when you don't want to use them. Make it so you can't sell them, or maybe instead of taking them off, be able to deactivate them from going off like after you die and come back to life.
Post edited by derkin on

Comments

  • Vorhs - Lost City
    Vorhs - Lost City Posts: 521 Arc User
    edited March 2010
    The % value hp charm activates is good: if it was 25%, killing ppl with one single hit from 26% hp to 0% would be too easy i think... its quite well-balanced the 50% value.

    The % for mp charm i agree is not good: it should better be 50% or even 25%

    however, i totally support your suggestion to make charms NOT binded when used: so you can de-activate them when u want or even sell them not to full charge b:victory
    If you happy wanna be, against the wind you won't have to pee.

    [SIGPIC][/SIGPIC]
  • LifeHunting - Heavens Tear
    LifeHunting - Heavens Tear Posts: 2,023 Arc User
    edited March 2010
    Well, considering I use both charms. I can easily say that the HP charm is perfectly fine where it is, 50% saves my **** more then enough times when I PK/Grind.


    As for the MP one, 50% would be better, because being my class (BM) i need MP... and a good amount, but our builds don't work with mag, so the higher % would help.


    Also gotta agree with the deactive part. Because alot of the stuff I have to kill (for grinding mainly) is so much lower lvl, or weaker then me, that i end up wasting my Plat HP charm because of it.