It’s amazing! Love that so much. Can’t wait for 2nd season ladder. I don’t even understand all of you crying, just go back to old D2 and that’s it, or u can just play offline, without charms and TR’s ;> This is OPTIONAL and you’re making a problem here out of nothing.
Who are you to tell us to go back to back to legacy D2? Old game was advertised with same gameplay and players already paid them.
Blizzard didnt advertise a remake of D2.
Oh yes, so optional are those charms that will have a better effect than infinity, will be easier to find than HRs and yet cost half the price of infinity in the market.
They dont have better effect than infinity. And chance to find them is probably equal to find HR. And price maybe even higher depends on version of charm and roll.
They do have a better effect than Infinity.
Infinity does not break full immunity for cold or fire immunes, just a 20% still leaving most mobs immune with conviction aura on them.
These charms do a better job than infinity and additionally increase power creep slamming conviction AFTER Sunder charms its just a massive buff to the game.
Well, news to you, Infinity which is a weak version of charms costs TWO HRs ( even more, since Ber hast the highest Value on all HRs).
Charm will definetely be easier to find because it works with MF while Hrs do not work with MF.
No they absolutly do not. They are quite useless for majority of builds unless you have stable source of - res/conviction or/lower resist/ amplify and stuff like that.
To lower monster to 95% is quite useless without those things unless your build has cheap access to resist lowering skills. That of course means Cold sorc Sunder charm will be far more expensive than any other of them.
Of course infinity breaks cold and fire immunity. You just life in past where high level zones had issue with way too high resistance. Many maps under Terror zones have Cold or Fire immune monsters at range which can be broken with infinity.
You must be joking. If you play Lighting sorc, lower monster immunity to 95% means nothing. You will still do almost nothing to monsters. Charm its self is quite useless without stuff like Conviction or stuff to lower resistances.
Lets see what will Infinity do for your lightning sorc vs and what will sunder charm do for your sorc. Simple comparison of these two items.
Infinity: Monsters with 0% light res: -85% Monster with 75% light res: -10% Monster with 100% res: 83% Monster with 120% res: Immune Your Lightning resist loss: 0% Defense loss of monsters: -83%
*Sunder Charm Monsters with 0% light res: 0% Monster with 75% light res: 75% Monster with 100% res: 95%
*Monster with 150% res:*95% Your Lightning resist loss: negative 70-90% res (quite huge loss) Defense loss of monsters:
So as you can see while infinity makes huge impact to majority of monsters, Sunder charm has impact only to immune monsters and thats it. It doesnt increase your damage at all, it only let you damage immune monsters with tiny damage as you do 5% damage.
In comparison Infinity is insane dmg buff as if monster have 75% lighting resist and you do 10 000 damage, without infinity you do 2500 Lighting damage. But with Inifnity you do 11 000 damage. Thats more than 4x more damage dude.
Which is easy to get, just buy a lower resist/AD wand from akara and boom ez lowered resistance in addition to sundered charms.
About 42 Cold immunes monster types cannot be broken with infinity/conviction in Hell.
About 9 Fire immunes monster types cannot be broken with infinity/conviction in Hell.
And getting a lower res wand is hard to get?
The point is, the claim that this all is optional is a wrong.
Its not optional if it optimizes your build to faceroll every enemy once you got endgame gear and the path to achieve that goal is even easier with every new patch.
Again.
Lightning Immunity does have 12 Monster Types who have above 100 lightning res in Hell.
Like it or not, its an additional buff for lite sorcs, while the most impact/benefit for using the charm do get the cold class players since cold have the most quantity of immunities which in some cases not even LR + Conviction together can break.
Sorry but this is nonsense. Did you ever try it lol? Its maby eusable vs bosses , but its very uncomfortable gameplay to contantly cast it on enemies. Nobody plays like that. Not to mention you will not have space for it if you have CTA.
No but its used only against elites, any normal person is using it like that instead of constasntly cast it on anyone.
Again what? Why do you link immune monatser after that? Infinity increase your dmg by 4.4x vs majority of monsters in places you farm. Sunder charms lower only 5% from immunity and only to one single element.
Its not nonsense mate. The fact that you can do it and exploit it does not mean “oh its not comfortable to do it so ppl will just not do it”.
Besides you can just put cube in inventory for swapping skiller/gheed or whatever grand charm you are using for sunder charm and cta for lower res wand out.
To prove you that Infinity does NOT break every monster who is lightning immune as well.
Thats the big major point of Sunder charm, it makes it ezpz for every situation while infinity ofc is stronger for lightning immune enemies, a few mobs cant be damaged because of the 20% effectiveness of other sources that lower their resistance.
Taken from link:
## Unbreakable Immunities
Monster Immunities can only be broken by four skills in the game ([Cold Mastery](https://diablo-archive.fandom.com/wiki/Cold_Mastery_(Diablo_II)) can lower cold resist but cannot break cold immunity):
* [Conviction](https://diablo-archive.fandom.com/wiki/Conviction), a lvl 30 Paladin Offensive Aura.
* Reduces fire, cold and lightning resist. Does *not* reduce poison resist.
* Can lower a monster's resist by a maximum of 150%.
* [Lower Resist](https://diablo-archive.fandom.com/wiki/Lower_Resist), a lvl 30 Necromancer Curse.
* Reduces fire, cold lightning *and* poison resist.
* Can lower a monster's resist by a maximum of 70%.
* [Amplify Damage](https://diablo-archive.fandom.com/wiki/Amplify_Damage_(Diablo_II)), a lvl 1 Necromancer Curse.
* Reduces physical resist.
* Lowers monster resist by 100%
* [Decrepify](https://diablo-archive.fandom.com/wiki/Decrepify_(Diablo_II)), a lvl 24 Necromancer Curse.
* Reduces physical resist
* Lowers monster resist by 50%
Because these four skills do not affect the same immunities, not all are as "easily" broken. However, if a monster with an *immunity* (100% resist or more) is affected by any of these skills, they will only function at 1/5 of their total strength.
The point in all even if lightning sunder charm does not benefit as much as infinity is:
The combination of those two break again balance since lite damage output is already even more broken than hammerdin damage when chain Lightning jumps multiple times faster than hammers.
My assupmtion is Fire Sunder charm will most likely be bought in spite of Infinity for fire characters since its just too easy to deal together with flickering flame because infinity is too expensive.
Infinity and runes price will just drop in the market, making it more accessible to players = easier for everyone = AGAIN BUFFS PATCH AFTER PATCH.
But Cold players will still hugely benefit from the addition of this charm, they will abuse it with infinity and most players will make cold sorcs as starters since cold is the best element in the game that additionalyl slows enemies down while other elements have no side effects.
Still on the fence, I am not sure adding immunes was a good way to balance the game in the first place. But if they remove them with charms and the charms will not be a thing until end game, then the issue is there needs to be some difficulty increase for end game. The OG devs were split on immunities and many thought there were a bad idea.
don´t mind terror zones. though i wish there was a schedule or maybe a randomized daily schedule - a different rotation each day but you can see this schedule and prepare, if you have other things to do in between.
how do you quickly identify where the terror zone is? do you clear the terror zone then make a new game to clear it again, until the zone changes then repeat with the new zone? if thats how it works, i love it lol
Its a lvl 75 unique grand charm.
Its not a high level requirement item like COA, Tyraels Might, Gbane, or arachs. In other words you will be able to find this charm almost in any terrorized zone.
What point dont you get that the items get automatically set into the market and influence other items values?
These Charms may be optional to get but they will still affect the value of other items.
Getting the same items you were getting before sundered charms cheaper is gonna be by your logic optional now too?
Agree! If anything, these charms make the game harder. Before, i would only farm content without immunes. Now i can farm everything, so game is more enjoyable with more areas opened up to farm! No more endless cows just because it’s the only easy farmable content!