No dude…it will simply not work in interactions between players.
Casters > Melee well there’s a step towards PoE. Maybe next we can get some currency and uniques tabs.
The only significant immune to physical monsters in Acts 4 and 5 are Halls of the Vault and WSK 3. For solo play, after clvl 93, there is no point killing these monsters - unless you’re farming uniques and champions in WSK 3. The only place I foresee this charm making any real significance is if a TZ spawns with I to P, then I see keeping this charm handy to switch in for such an occasion.
P.s. the best act 2 merc weapon for all barbs is Infinity, hands down, and this charm just made Infinity on barb’s merc infinitely better, no pun intended.
you really think if someone host you while you are pvming the game will reduce your res against monster but not against player ? XD
Just reread your own quote " “Sunder is applied before other resistance reducing modifiers and only affects non-players . ”"
Its only about sunder effect, not about malus resistance…
The last patch made Barbarian better but it’s still very bad indeed… and i talk as a barb player.
The damage calculation is wrong somehow. Damages seems a LOT lower than D2 LOD.
Else there is still a problem with the hit animation (less hits than it should), else the damages are incorrect. But yeah, barb is very bad. In both PvM and PvP.
So i feel you.
i think it would have been more interesting to see them play around with the to hit chance and maybe defense or so, instead of physical immune and damage reduction. but thats just a first impression.
Short WW got “fixed” to hit now, but overall damage got nerfed and IAS got nerfed.
WW lvl 27 is the breakpoint, afterwards old WW did more damage.
in what way ??? the barb is better ???
I see that new Sundering of physical quite a waste of space. While other elemental builds got buffed with this addition, barb just slightly.
Its true that combination of Sundering + Grimward 120% amplify dmg will make barb melt every monster. But that Fear effect need to be removed. Also make ward from any corpse.
Then barb can close the gap to casters.
Look here - the road was long -
They fixed problems 1,2,3 (at least partially).
But they changed ias and damage calculation … so in the end mecanics are better but damages are bad
they make 1 step foward to fix a bug but make 5 step back with break build option and damage , making the total is still 4 step back nothing better
You can add that now Whirlwind is affected by slow and freeze… which was not before
i dont call this a improve improvement, barb just take more garbage at us with 0 benefits
because
1 - caster are not affect from this
2- still any bonus from my weapon proc or cast with ww
3- also caster dont need 10k attack rating
just nerf
Yeah that’s not an improvement lol it’s way worse
Barbs will still have the best magic finding ability in game.
Nobody is making a barb use the charm either.
have you tried a cold sorce…which can pierce every monster in the game now by at leasy -130% - 1 shots anything and everything…why would anyone build anything other than a cold sorc much less a melee…this doesnt promote build diversity, it neuters it. Cold sorcs are the best farmers of all terror zones speeding past hammerdins now
the game needed balance not massive power creep to speed up kill time past the already egregious offenders
classes hurt by this are melee (the buff is negligible in comparison to what casters can now do)
trapsins, hydra sorcs whos minions dont count for the immunity pierce
cold sorc is now actually broken - if ur not playing a cold sorc, you are playing wrong
and the only real complaint about terror zones, which promoted hybridity because you needed to hybridize to do all zones efficiently, was that hammerdins were too strong - the normal complaint the game has had for 2 decades…instead of addressing the single complaint (reasonably, not nerfing them into the ground but reigning them in) now we have a can of worms that creates new problems that the team has no intention of working on
my suggestions are:
- make so either the unique charm is in effect (-95%) OR things like facets/infinity are. not both so they dont scale together - this way it is a choice that is made for area versatility/viability vs specialized mac dps
- allow summons to inherit the player’s -% res effects so traps & hydras are VIABLE (they are not with the new charms)
- keep immunities, the restriction promotes hybridity because players that want to farm ALL terror zones need to sacrifice dps for versatility (an excellent choice) and just bring magic dmg characters (mostly hammerdins in line dmg-wise) - and when a zone gets terrorized, their immunity gets randomized so a zone can have a mix of immunities including magic immunes on monsters that have never had them in order to balance, therefore no hammerdin nerf required
No barb will ever wear this stupid charm ever. 25% dr? What? A Ber in your helm and CoH gives 16… still at a defecit after 2 Bers. If you get a perfect verdungos or string and 2 Bers you make a net gain 5% DR. You cant wear fortitude.
Thats end game gear.
Absolute madness.
Also, higher mobs in TZ need more attack to hit.
Barbarian is Z tier now.
on the plus side, you can now kill ghosts…jokes aside i dont think they thought through things with the new charm idea
AR is 1 of melee’s biggest problems tbh, even without it melee lacks comparable aoe but AR makes it worse…id get rid of AR for melee for a start, get rid of the new charms, keep terror zones but randomize immunities in the terror zones instead to promote hybrid build diversity, and also allow traps & hydras to benefit from the player’s buffs/facets/etc.
Barb + Enigma + Hork = best TZ farmer with or without the charm.
Cold Sorc is for sure hella buffed.
Light+java will still wind up being better in end game than cold sorc.
Hammerdin will still be good.
No barb is ever going to use these dogwater charms. Heck, most people don’t play barb anymore because last patch utterly ruined them. No reason to play a barb for anything other than horking Trav.