Sunder Charms OP? Monsters Ruined? The Good and the Bad



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33 thoughts on “Sunder Charms OP? Monsters Ruined? The Good and the Bad”

  1. I like the sunder chams, exactly because it lets more builds work in hell.
    But in a way they're just a patch on the problem Blizzard created when they introduced synergies in 1.10 and at the same time raised monster hitpoints.
    Before then, every class had ways to counter immunities, and dipping into all of them was possible. You could definitely be a 3 elemental sorc back in 1.09.

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  2. I feel like maybe Sunder Charms should also cap the resistance reduction to +50% or 0% so you can't push right down to -100%. That way you'd be able to do those areas with any character, but you'd at least have to put some more effort in to kill the formerly immune creatures. Being able to get a formerly immune creature to -100 seems ridiculous. But then, I don't play ladder and haven't experienced any of this, so what do I know?

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  3. I love terror zones, this D2r season is my best one, never really went hard in d2 like i do in poe, i got to lvl 91 , my highest before was 88
    Started with fo/meteor then switched to blizzard,made my first pitzerker,oath,found my first ohm,sur and now i'm close to making my first Grief
    At the end of last season i killed my first Dclone in about 3 min with Foth, killed him again with my pitzerker in about 20 sec
    I'm super into D2r right now, i might actually even kill ubers,make my first enigma

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  4. Breaking immunities is a flashback to 1.06, where no immunities exisited the first place. I happen to agree to no immunities, but right now infinity, cold mastery and assorted -%enemy resistance, coupled to high spell damage, make the game a complete cakewalk and boring to play unless you like to faceroll everything.

    I'd just play a melee character. That at least is mildly challenging. Or D2 classic.

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  5. Thought I'd return to ladder this season, but I'm probably leaving online-play for good because of the Sunder Charms. I thought immunities were nice, and liked that you needed to create specialized builds for different areas. Like, fire druid rocks, regardless of it being only amazing in Stony Tomb / Icy Cellar. You could still do other areas just fine with him, only slower. And the only true "all-around godly" build was extremely expensive to create (light Sorc … capable of farming almost any area, even in small spaces, extremely fast … required Infinity, Griffon's, Facets, Skillers).

    I'm glad that I keep playing SP though. Just found 2 Jahs with my Whirlwind Barb in Trav, within less than 50 runs from each other.

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  6. My only experience is with the cold GC so far. I have all beginning of ladder stuff (spirits, lore, stealth, nagels) plus a cold sunder and I am able to rush someone through hell. I think they are insanely OP for their rarity. I could see (again, at least the cold sunder) them being fair if they were worth multiple bers a pop but they drop so commonly, they're already really cheap and we're 10 days into the ladder season. Between this and the ridiculous 99 speed, this game is getting too easy. I am still enjoying it, but its getting too easy.

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  7. I think, if sunders are gonna be so common, they should reduce 3 random player immunities. i.e. a Cold Rupture does the -75 enemy cold res, but then also does (-85 to -65 poison), (-85 to -65 fire) and (-30-20 phys), again random rolls, or something along those lines. Like let it all roll random. There's no way these MF bliz sorcs should be getting off so easy. At least a lite sorc has to deal with insane soul damage and/or stack up their lite immune/sorb. Then obviously any sunder charm that does -cold, -poison, -magic player resist are going to be more desirable, so at least we're adding more value to them via a random nature

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  8. As far as monster immunity goes, the monsters felt unique in normal and NM so there is no reason to think they won't feel unique in Hell. The core mechanic was there all along, all that changed is that one element doesn't do damage. I think that is the least impactful part of the monster design.

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  9. I have to say, the game has become a bit tedious after playing it for 20 years and knowing that only a hammerdin can easily clear almost any area.

    Now any char can play the game and thats a positive change for me.

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  10. 1. There shouldn’t be magic sunder charms.

    2. The physical charms shouldn’t have any penalty. And should add crushing blow %.

    3. The poison charm should reduce resistance to 75%.

    4. The cold sunder charm shouldn’t break immunities, it should lower it to 100.

    Change my mind.

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  11. I like to see the poison charm reduce the duration of your poison but still give you the full damage. Would buff poison builds.
    The physical is like to see it add Max damage AR or something to give it a lil bump.

    Idk what to do for the magic one tbh lol

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  12. I agree. The fact that sunders only drop to 95% make them completely reasonable additions to the game. I do feel that Cold Mastery should get the same treatment as Infinity/Conviction/Lower Resist. As for creating S- Tier builds for non-Paladin/Sorceress, I think the easiest solution is still to significantly buff Elite Item Sets, Class-Specific Uniques, or Class-Specific Runewords for those 5 classes.

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  13. As an og player I’m really happy with the changes they’ve made . Immunes have always been more then a pain, they forced players to play a handful of builds that could deal with them creating a major imbalance between builds . Fire classes always got screwed over so the charm and the new rune word flickering flame is huge for them! The thing I always loved about d2 was the huge customization of builds, but as soon as you got to hell it was like screw your build your not “optimal “ . This has been a huge and much needed change .

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  14. The Terror zones opened up so many areas I would never farm before and to top it off you can get xp from it. Wonderful idea and I’ve been having so much fun. I always stop leveling at 95 and now I feel the urge to continue.

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  15. man, seriously, Diablo 2 is the only game that has monster immunities. Literally ANY other ARPG you can kill any monster in the game. Immunities are bad, they are not fun

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  16. Sunder charms are useless. Inatead they had to just remove immunitiea from normal mobs, like it should be. Only then, you will have all builds viable, like it was.

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