What i find funny is that majority of “nerf this” topics talks about nerfing grief and enigma when one true OP runeword is infinity.
Enigma is just good armor providing transportation, quality of life change basicly for characters other than sorc to be able to MF well. Grief is strong but anyone playing melee classes knows that melee builds need it as most weapons suck.
But infinity? Too OP runeword providing powerfull aura nobody should have with exception of paladin because it breaks balance of character classes vs immunities.
What would be equivalent of infinity to melee classes? Imagine rune word with amplify damage effect all around you. That would be crazy dont you think?
Infinity is extreme buff to any elemental damage build. Lets say you do 5000 fire damage fireball. If monster has 70% resist, you do 1500 damage, with infinity you do 5750 damage.
So against certain monsters is increase of final damage not +100%, not 200%, not even +300% but more than that. Thats insane boost honestly.
I think infinity does way too much and should be nerfed, the weapon itself is also pretty good too for merc(40% Crushing, high dmg, vitality…) . How to nerf it? Change level of infinity to level 1 instead of level 12 on it. -30% resist is more than enough.
Agree? Disagree? Share your opinions.
Edit: I understand that lightning builds dont have good area85 zone to MF without infinity so i would also together with infinity nerf introduce new good area85 without lightning immunes.
As enigma is the teleport for others than sorc, infinity is the almost-no immunities other than hammerdin. This should even be extended to cold immunities in my opinion. For its costs, the weapon is fine in my opinion. Also you need to sacrifice insight and get your mana elsewhere, i think thats fair
But enigma doesnt increase power of your character. As i described infinity can increase your power by like 100%-400% depends on monster resistance. I thinks its way too much.
Channeling players towards one armor. Bad design. Nerf or add more teleport options.
Preach on Brother. Level 1 conviction - fine. Level 12? If it was a runeword solely for staves it would make a nice tradeoff for a top-level sorceress. But giving it to the gimp which can be rescued at any point by teleporting? Hell no. What were they thinking?
There isn’t one. Reaper’s Toll comes close, but melee is so broken in D2 that nothing comes close.
That, or make it STAFF ONLY.
No care. Sorceress is designed to be dual-tree and enabling pathology is out of question.
It feels that Enigma, Infinity and all other items are to easy to achieve and they are considered normal/base items instead of the powerful mighty godmode items.
They created those items as reward for your long grinding, so you can feel very powerful. They were not intended as start of the grind as most people see them.
But yeah, it has become pretty easy to get them and they have been here longer than they have not. I’m fine with it.
They created those items specifically to annoy players as HRs were unbearably rare on 1.09 and 1.10. Zod was, afair 1 in 14 MILLION chance to get if a rune dropped from an appropriate monster.
All they’ve gotten is a massive duping of runes and a home industry of item shops, which at one point flooded the realms with spam.
This statement is only true for single player. It was very easy to get high runes online because of duping in that time. High runes were like 2-3 cheaper than now.
Right after 1.10 dropped - HRs were actually quite rare. But the demand was so staggering that new dupe methods were quickly developed and shops cropped up within two-three months after 1.10 release. Then there was this constant back-forth between Blizzard and dupers.
EDIT: Principially however, even on the realms BOTDs were not supposed to be obtainable.
My only problem with Infinity stems not from the requirement to circumvent immunities, but that due to how Ice/Fire/Light works, fire gets entirely crapped on.
Ice has a mastery that works.
Light gets the -55% Res and allows Griffs to exist, or Crescent Moon.
Fire gets… well…
They need to put some -fire res% gear in the game imo.
Nah. End game gear like Infinity and Enigma are allowed to be powerful. No one is going to grind up Jahs and Bers for marginal upgrades.
If the goal is more diversity in gear choices, the answer is to create other choices of comparable power. Not nerf the existing powerful choices down to the same milquetoast level of everything else.
My guess is less than 10% of the player base has one, so not something that is OP. It’s very hard to make. I have no support to that 10%, just how I feel based on my play experience.
If you can afford it, you deserve to break immunities and farm any area you want. You’ve already destroyed the game.
I would argue something a little different. Without infinity, many elemental builds are screwed since that player can not do damage to specific monsters at all. Certainly, you can use multiple elements builds but it further restricts build diversity or drives even more players to hammerdins/other builds that monster immunities have less relevance.
Personally, I would be fine with removing infinity if it coincided with removing monster immunities (changed to resistances as an example). Game design that encourages your players to skip monsters or avoid specific areas is poor.
My recollection is quite different. Enigma was created to address non-sorc concerns about these classes terrible mobility in comparison to teleporting sorcs.