While I understand Blizzard’s take on trying to encourage build diversity, the new sunder charms absolutely counter that idea. They instead encourage classes which deal a maximum of a single school of damage, maximising the damage output of that school and potentially even just focusing on one skill to ensure its maximum damage. Which class does that correspond most? Sorceress, which is, to boost, the only class which has access to Teleport without Enigma. Sorcs are already THE most popular and played class, these charms will only further increase the disrepancy between Sorcs and other classes, even Paladins will seem pointless in comparison to them (which is to say how broken Sorcs will be if this goes live). Classes other than Sorcs and Paladins will quite simply be left in the dust, with basically no point in playing them unless for personal preference, effectively gimping your playstyle by not chosing the superior class.
Sorceress’ main weakness was immunities. That was the main reason why some people would do other builds like Poison Necro, Hammerdin, Javazon, Trapsin, Berserk Barb, etc. Now, with the addition of a single charm, immunites are broken, and all that a Sorc needs is a few -%res items (Tal set, Facets, Nightwing, Griffon’s, Flickering Flame, etc.) to become the supreme PVM character, able to easily farm all areas of the game.
Now you’ll say: “A Sorc/Hdin/Javazon/etc. is already able to do all these things with Infinity/Enigma” - Sure, but that’s the point exactly. To be able to do these things efficiently, you need top tier end-game gear. A Sorc in full Tal or equivalent, of any build, with a Sunder Charm, can easily clear pretty much any area in the game easily.
Therefore, with the intent of encouraging build variety, Sunder Charms are in effect doing the exact opposite. Sure, more builds might be viable, but that’s because those charms create a power creep that is way above anything else of that level that doesn’t require High Runes, or similar % drop item, and unless these Charms have a stupid drop % (which they most likely won’t if we’re to base drop% of Gheed’s). And by improving every single build out there, you also further improve builds that are already on the top of the meta. This is just pure mathematics.
In addition, these charms completely contravene the idea of D2:Resurrected “Classic gameplay—the same Diablo II you know and love, preserved.” (as posted on the D2R official site)
These charms are, simply put, a complete overhaul of the Diablo II game mechanics and gameplay. Unless you overhaul the game completely and take the time to fine-tune every single aspect of the game you are affecting with them, the game will quite simply be broken in its current state - and honestly not enjoyable at all.
This is not what I or many of us have signed up for when we bought Diablo II Resurrected.