I could see making things resistant to fire, but to have so many just be outright immune to elements pretty much makes skills like wake of fire, armageddon, fissure etc. useless. They might as well just remove the skills then. lol
I personally believe that talent tress were originally built to be dual/tri spec.
To invest into one skill only isn’t the intent of every hero having multiple sources of damage at their disposal.
Just what I think
Oh I’ll agree with that. The problem is the synergies that they implemented later on kind of screwed that over. A fire druid is already starved for skills for example, there’s no room to pick up another element/dmg type. Maybe the upcoming patch will help that.
I know some have a phys portion, but it really doesn’t do anything in places like A4 hell.
I agree that synergies need to make sense to be able to dual element.
For example
I play HC so I need dual element in my sorc to be able to clear content.
The issue being I NeED energy shield.
So there’s roughly 30 points into tele and ES.
So now I need two elements. Warmth for energy shield helps and the only fire skill that’s good enough to kill hell monsters that synergizes with warmth is firewall.
So now I’m stuck with firewall.
Telekinesis and Energy shield don’t synergize with any lightning damage so now I need a spell from cold or lightning that needs low skill investment.
Long story short I’m either a firewall/blizzard
Or
Firewall/orb sorc
I don’t have a lot of options without being at a higher risk of death
All immunes vs caster is the same way except light though.
Yep, seems like they should make a runeword for each element type to break immunes if they’re gonna do one, doesn’t it?
Yeah, I know it’s a pain on other elements like cold also, but fire seems to get the most immunities in areas that you really wanna farm. Here’s to hoping that they make a runeword for each element or improve infinity for other elements.
So, the new fire runeword looks cool on paper, but will it actually be used if the devs don’t change fire immunities in hell in order to make them able to be broken.
I imagine the buff to the physical portion of volcano/molten boulder, in conjunction with lessening or removing the 2/4 second (!) Cast delay/lock out, will suddenly place fire druids in a viable spot, even as pure fire (due to the physical portion of their skills being buffed, being able to cast them more often, +Merc).
Yeah they’d have to increase the phys portion quite a bit and decrease the cooldown a lot. This would only help the fire druid though. Builds like a Wake of Fire trapsin would still suck. I wish they’d address immunities as a whole tbh.
True, fire immunities are still a problem for a fire trapsin, one I don’t know enough about assassin’s to say what they can do about it (Merc+death sentry? Just cloak/run past/skip? Use some melee/martial arts too? Idk)
Yeah, it just doesn’t make sense to me that fire characters have to jump through all of these hoops though. Infinity breaks practically every lightning immune monster for lightning characters. Was hoping to see the devs address this in 2.4.
Guess we’ll see how things end up in the PTR and go from there.
Damage type immunity does not work. It hasn’t been used in the same way D2 does, for this reason. Immunity only works, if you also provide the player tools and avenues to overcome the problem. Final Fantasy RPGs commonly have enemies that have elemental immunity, for example.
D2 has too few ways to reliably “break” or go around an immunity. The current META when you come into an area with enemies immune to your damage is to either:
A) create a new lobby, re-rolling the enemies that populate that area.
B) skip that area entirely.
Both are equally bad and do nothing to increase challenge. Baal’s minions on Hell aren’t even a stopgap, because you can despawn them.
Immunities are a cheesy mechanic for difficulty. You either get an immunity buster, team up with others, have your merc handle or just skip them, or have a hybrid spec. Immunities might’ve been added for one other possible reason, to encourage group play. I think though that I could do better to encourage group play.
it doesnt make sense to you that there would be a lot fire immunities in hell?
It would be nice if they would go back and reevaluate immunities, having them break at the same levels as lightning immunes would be ideal. That alone would allow for more build diversity.
I’m not sure how I feel about removing immunities all together. I’m ok with a high end item overcoming the issue but it does add an element of difficulty while starting out.
META is still going to be Lightning Sorceresses for endgame until Lightning Immune mobs have their resists tweaked to match Fire and Cold Immunities. Now, Lightning Sorceresses and Trapsins will have two options available to break most immunities.
The ability to break most lightning immunes is just too good to ignore. It doesn’t matter how cool Blizzard tries to make Fire and Cold trees. Immunities will always hinder the diversity in the end.
It doesn’t make sense in terms of gameplay and balance. They should be able to be broken through just like lightning. Otherwise, them buffing fire skills isn’t going to change anything.
its actually an extremely simple fix. lower immunity resistances to 100 across the board. the reason venom lords fire immunities dont break isnt because they act any differently than lightning, but because they have MORE resistance. storm casters have 100 lightning resist exactly, venom lords have 130. conviction and lower resist work at 1/5th the stated amount, which is why venom lords immunity isnt broken with conviction or lower resist.
if they simply lowered all monsters with existing immunities to 100 even, we all good.
edit: obviously uniques with X enchanted affix ontop of their normal immunity will still be unbreakable, but thats understandable in my book.
Yep, I know they have too high of a fire resistance for that level of conviction to break. Hopefully the devs listen and just lower their resistances so that one element doesn’t benefit from infinity way more than others. I completely agree with champions being immune, that’s fine to stay.
How does it make it more challenging? All you have to do is ignore/skip that monster and if he is in your way get your merc to merc it!
I think Blizzard should introduce element specific SC that will break only one element. Or have cheap rune words that can break one element. Or lastly, have Blizzard rebalance all the elemental immunities so they can all be broken with proper end game gear.
I hate not being able to play with fire builds, they are really fun. I can one shot a boss with meteor but not an act 1 hell fallen. That is immersion breaking.
In my opinion unbreakable immunities are a dumb game design.