What is the point of persisting with this feature in the game? to force us to play with other people? You make a Frozen Orb sorc and when you reach Hell its pretty much useless since enemies are all immune to some kind of stuff.
I thought they would remove this game breaking BS in the “Ressurected” version.
no seriously what do you propose?
I propose Making them VERY resistant to certain element…but not taking ANY damage is game breaking and just dumb in my opinion.
And no…Im not retarded.
Get a infinity!! I wish it works on sword, bow, or sheild also!
How? I need to farm decent stuff with my magic find sorc in hell…but im having trouble because they made the “immune” enemies literally take no damage at all from my attacks.
It’s to force you to have more than one type of damage at your disposal. A lot of the single element builds are grossly overpowered. But, they require 80% of your skill points to get to that level. Immunities, keep some of the most overpowered build in the game in check in PVM. Either forcing you to have a plan B, or limiting where you can farm because you cannot hurt everything.
*Force you to farm single map without immunes to your element and skip other mobs
*Keep some of builds on crap level compared to Hammerdin
*Get a infinity from my real money shop on d2jsp so you can finally play the game!!
Don’t know how to make irony of that damn, I’m just gonna report it.
A big reason is Lore. Diablo 1 also had immunes and Diablo 2 was developed by the same people unlike Diablo 3 and it shows.
If you’re a Blizz sorc you’re going to go moat Meph about 9001 times until you get rich enough to transition into your desired endgame build. Most people aim for Infinity on a lightning build
If you can trade for a couple Lo runes you can make 2 Grief and run an Item Find barb and farm Travincal 9001 times.
Damn that Barb made me so rich
EZ fix: Dual damage source builds, plus your merc.
Ahh! It’s Lord DeSeis!!! GET 'EM SIR POKESALOT!! I’ll smash him against the wall with Telekinesis!
It’s not game breaking, just build breaking. Frozen orb is 20 points, another 20 for synergies and 20 more for max cold mastery. Even if you go hard into Frozen Orb, that leaves you at least 25 more points to figure out a way to kill cold immunes. So… figure something out.
My early-mid build sorc is usually 20 points in frozen orb, 1-3 points in cold mastery, and everything else into fire or light. Between my dual damage types and a merc, I can kill anything in the game, even if I can’t kill it lightning fast. If you want to play solo and be able to farm every zone, you certainly can, the game isn’t broken. You just need to plan ahead.
It’s a badly designed mechanic originating from the worst designed patch in Diablo 2 history, 1.10
You won’t have much luck speaking how bad it is here since the purists that like this, solely based on nostalgia factors, have made most of the the alive-brain players leave the forums a while ago now
Indeed, immunity is a crappy system that should be replaced with a cap to maximum resistance on something like 95-99%
Only things allowed to be immunes would be rare monsters with specific monsters affixes
The game would be so much fun that way
OMG… yes… take out the immunities… I totally want to see nothing but lightning sorcs right from the start. Let’s just remove the other skill trees while we’re at it.
The people that want to remove immunities simply want to play their single element build and not have to think about it. It’s lazy game play, wanted by lazy gamers, for a game that’s already 20+ years old, and every single build is already out there and how to play with immunities in mind.
Meanwhile next ladder with Terror Zones you’ll see nothing but hammerdins. I’m pretty sure Lightning Sorcs damage isn’t that big early without good items compared to other elements that don’t start their range at 1 damage point.
D2R is not even a Year old mate…
Just because people have determined way to be less impacted by a bad mechanic that it means it’s not a bad mechanic lol
Diablo 3 welcomes you
D2R is the remake of Diablo 2 Lord of Destruction, which was released in 2001…
Wrong Again
D2R is the remake of Diablo 2 lord of destruction patch 1.14D
And note that I said remake not remaster because even 2.0 was not the same as 1.14D with auto gold, shared stash, extra stash
You can see it 2 ways:
- it’s a new game, therefor changes
Or
- it’s the continuation of the old game, therefor changes
And bad mechanics are meant to be culled
Let’s take for a moment and adopt what you’re proposing and make every monster in the game not-immune(including those that are naturally Physical/Magic Immune). Then what do you do for Sorceress Cold Mastery, Necromancer’s Lower Resist Curse and especially Paladin’s Conviction aura that would all be working at 100% Efficiency? Ditto Curses? Every monster in the game would have -100% Cold Resistance with Cold Sorceress builds and anyone lucky enough to roll with or play as a Paladin would enjoy Enemy FCL Resistance in the red(Infinity would bring it near zero as it presently does now for non-immunes). Necromancer would grant additional negative FCL Resistance plus ensuring negative Physical Resistance at all times with Amplify Damage.
Then there is MAGIC IMMUNITY. With those gone, all but Magic Resistant Uniques would roll with Magic Immunity, allowing the almighty Paladin to ROFLSTOMP EVERY Monster in the game(FoHdins have Animal/Beast limitations and Bone Necromancers deal roughly half of what a Hammerdin can do).
TLDR: Your proposal makes the already S-Tier Sorceress/Paladin builds that much stronger. You want to further break game balance altogether? I mean the existing Immunity system is a half-assed approach to tamper down Sorceress/Elemental Damage Casters but considering the sheer advantages Casters have in this game, I find it to be a small price to pay. Try being a melee build with substandard gear, much less in a Terror Zone well under the level and try to hit things, much less clear as fast as casters.
Only solution is to simply nerf damage of top builds. Immunities make it harder for them yes but it’s poor and unoptimised solution just the same. It doesn’t work on hammerdin at all. Fire builds suffer most of so many fire immunes and lightning don’t have any easy to access good places to farm.
Nobody played any fire build for years before current patch in D2R (until they made Stony Tombs alvl 85) and nobody starts with lightning/melee/bow build. Balance is just so poor in D2.