First off, I wanted to say the new Sundered Charms looks like an interesting new feature. With that said, I do have some feedback for the developers…
Variable Stats
The new Sundered Charms should have a variable negative resistance range, spanning from -75% to -125%. This creates an exciting item hunt trying to find the perfect charm and makes trading them alot more interesting. If the charms stay fixed, gear progession stops with obtaining only one. Plus, variable stats is a cornerstone for D2.
Charm Size
The developers should consider making the new Sundered Charms as Large Charms as the game is already dominated by Grand Charms and Small Charms.
Drop Chance
For the power of these new charms eliminating immunities, I really hope the developers set an appropiate drop rate. In my opinion, the drop rate should be similar to Ohm rarity.
Cold Mastery
Cold Mastery should be affected by 1/5 penalty against Sundered Monsters. That 150-200% pierce would become 30-50% pierce and not be overpowered in the current state. An alternate solution would be to change Cold Mastery to +skill damage, which would alleviate this issue. This change also has the added benefit of putting more value in the Doom Runeword with -40-60% To Enemy Cold Resistance.
Conviction/Lower Resist
Conviction and Lower Resist working at 100% efficiency is too much. They should be subject to 1/5 penalty against Sundered Monsters. With this change, Infinity would offer great help, but would reinforce idea of gear progression with finding -Enemy Resistance% on items.
Decrepify/Amplify Damage
Decrepify and Amplify Damage should work at 100% efficiency against Sundered Monsters as physical characters have no other means of doing more physical damage.
Hydras, Traps & Pets
Allow the new Sundered Charms to benefit Hydras, Traps and Pets. Otherwise, the Hydra Sorc, Trap Assassin, Zoo Druid, and Summon Necro will fade into the night for Season 2.
Charm Specifics
Fire, Ice, Lightning, and Poison are fine as is.
The “Black Cleft” magic charm is utter garbage. There is only one use for it to take it out of your cube for wave 2 Baal. That’s it. The developers should seriously consider adding more Magic Immune monsters to Terror Zones to give this charm more purpose. Otherwise, it’s pointless.
The “Bone Break” physical charm needs rework. There are few Physical Immune monsters in the game and this charm simply becomes more of a liability with 25% more damage from physical attacks. With the introduction of Terror Zones, physical builds struggle more as they rely on attack rating. It would be beneficial for this new charm to have minus target defense on it, which fits the theme. In my opinion, the charm needs a rework as follows:
Bone Break
- Monster Physical Immunity is Sundered
- Target Defense -25%
- Physical Damage Increased by 10% (down from 25%)
Charm Models
The charm models could be improved and would be pretty epic if they had unique models, similar to the Hellfire Torch or Annihilus. The current color shift feels super rushed and out of place with the rest of the charms.
Charm Names
With the goal of not straying too far from the original names, the developers should consider better names as follows…
Bone Fracture
- Current: Bone Break
Frozen Fissure
- Current: Cold Rupture
Storm Shard
- Current: Crack of the Heavens
Infernal Rift
- Current: Flame Rift
Decaying Burst
- Current: Rotting Fissure
Dark Cleft
- Current: Black Cleft