Agreed 1000 percent (and D2 is my absolute favorite game of all time)
Iāll guarantee I am not only older than you, but make WAY more money kid.
the game was just too stupid before they brought in immune monsters, everything was just a faceroll
20 year old game mechanics logic.
You originally had no skill synergies so you could max out multiple type of damage type skills without gimping yourself. But then midway through LoD, synergies were added and moster health was increased a LOT so you had to specialize with just a single damage element.
The idea here was to work with other players to overcome immunities as a challenge and make the game harder.
i agree 100 percent as a d2 vet, the monsters should have no immunity for elemental but be resistant, to a certain element, say in hell fire immunity monsters now make it so fire attacks do only 33 percent damage
Ill guatantee youre not and do not. Popping off from your moms basement makes you tough, and delusional huh?
Mobs already have resistances outside of immunities. Due to how the game works things like conviction aura, cold mastery and other forms of -resists make those resistances mostly worthless.
If anything Iād rather see immunities be true immunities and be unbreakable.
this forum is full of casual clowns lol
and the fact that you clowns think dboobski is posting under that account is even more lol
because its so hard to stack lower res/amplify damage weapon swap wand charges + conviction aura or use a merc physical damage for a third damage type if dual spec.
As long as you can use dual spell damage, all content is possible in the game.
Even Barbarians with berserk or paladins with vengeance add elemental damage as āpureā melee/physical characters.
You are just asking to dumb down the game to clear mobs faster.
True, if anything they should be resistant, not immune.
I had max level of pretty much every build and the only one I could farm with in Hell was Hammerdin and Lightning Sorc, when it boils down to it the only one that can really farm EVERYTHING is a Hammerdin.
ANY specialization should be able to farm without facing āimmuneā how about just boost their resistances instead?
Played Diablo 2 for nearly 20 years.
I think immunes are in a good spot, what I definitely think needs tweaking is the affixes enemies have that combo into ridiculous mobs, you know what Iām talking about:
Stone Skin+ Physical Immune? Yeah thatās gotta go.
I think immunities should be based on type of monster(demons immune to fire, maggots immune to poison, yeti immune to cold, etc)ā¦being able to kill anything in hell with fire is ironic, especially in the case of Diablo lolā¦why is Diablo not immune to fire on hell difficulty? for balance reasons I guess? but what balance reasons? the bosses under each seal are immune to one of the elements(cold, lightning, fire), which forces a sorc to dual specā¦so why arent the lesser and prime evils immune to fire if hell is full of fire?
what Iām saying is that Immunities should be reorganized to make more sense based on environment and monster type.
willing to wager 10k on it?
Here you go my friend
Resistant monster mechanic >>>>>>> immune monsters mechanic
No. - What Miss Cheetah wrote.
Adding more areas has mitigated this problem somewhat. Fire, Cold, and Lightning each have at least a few areas to go to. Also, if you can manage to get a group of 3 to MF with, I highly recommend it. A lot easier to cover all bases when you have more people, and you get a boost in XP and drops.
D2R Level 85 Areas Immunities (Hell Mode)
Act | Area | Fire | Light | Cold | Poison | Phys | Magic |
---|---|---|---|---|---|---|---|
I | Underground Passage Level 2 | X | X | X | X | ||
II | Stony Tomb Level 1 | X | X | ||||
II | Stony Tomb Level 2 | X | X | ||||
III | Arachnid Lair | X | X | X | |||
III | Swampy Pit Level 1 | X | X | ||||
III | Swampy Pit Level 2 | X | X | X | |||
III | Swampy Pit Level 3 | X | X | ||||
III | Disused Fane | X | X | X | X | X | X |
III | Ruined Temple | X | X | X | |||
III | Forgotten Reliquary | X | X | X | |||
III | Sewer Levels 1 | X | X | X | X | ||
V | Abaddon | X | X | X | X | X | |
V | Pit of Acheron | X | X | X | X | X | |
V | Infernal Pit | X | X | X | X | X | X |
V | Drifter Cavern | X | X | X | X | X | |
V | Icy Cellar | X | X | X | X |
If the immunities ever gets looked at for whatever reason, I hope they make a few sensible changes. Some things would make more sense. For example:
- Frozen Horror = cold immune (already made of ice)
- Abominable = cold resistant (thick fur)
- Enslaved = neutral to cold (doesnāt even have a shirt on)
Instead, all of those are immune to cold. Also, the Enslaved is immune to Cold but the Slayer is immune to Fire, even though they are the same base monster type.
There are different specs for different situations and to you specifically:
Java is the best early cowrun farmer. If you canāt pull it off, make some cheap runewords in socketables that you get in Travi and Cow. Your gear should then improve
And once again cheetah is wrong trying the defend the overlordās poor decisions
game creators
Wrong
The widespread hell immunity system we got now has been implemented in 1.10
1.10 wasnāt done by the ācreatorsā but rather by a single devs Peter Hu
Not a creator, a single man
āGame creatorsā = wrong
The original, true game creators didnāt care much about Diablo 2 balance at that moment, the whole team except Hu was working on Diablo 3
Most of the changes in 1.10 werenāt āintended game mechanicsā but rather testings for Diablo 3
They threw plenty of mechanics to see how they behaved and how players used them
Thatās why 1.10 has Op runewords, oskill, ctc, synergies, immunities
1.10 wasnāt meant to be balanced
no
20charactersrequired
Well, those decisions were made long ago and stand. You can try to convince Blizz but I doubt you will.