People have complained about immunities for years. People whined here on the boards about it. They gave a solution to that. Whether we like it or not, case closed.
The more mad you get about this feature, the better it gets.
You are simply angry because you failed the discussion.
Given Problem: terror zone too is easy
Solution: Buffing of all builds except melee and trapsin, summoner, etc.
Please just accept it. If you stick to saying they fixed terror zones being to easy with sunder,⌠I am not even trying any longer. It is ok for you to acknowledge.
I agree.
Tears over laugh.
Directly opposite what community wanted in feedbacks:
- we want harder terror zones â made them easier
- we want hammerdin not be so strong for early terror zone clearing â stays the same, while introducing another monstrosities like Blizzard sorc, and God knows what else will crawl out of black hole.
Nerf Hammerdin by removing the Concentration aura interaction.
Reduce all enemies fire, poison, magic and cold immune to a point that infinity and lower res could break it.
Buff underperforming stuff: MA assassin elemental dmg, Fire/Ice Bowazon dmg, and increase the numbers of melee builds to help Barb and Druid. Necro is the unique char that looks balanced. Also if immunities could bre broken Blizz Sorc would be a problem to fix, maybe changing cold mastery to +dmg% instead of enemy -res%.
iâm afraid dev team have suffered brain damage
They donât think, thatâs the issue. These devs have no frontal lobes. They would rather jerk off on a mrllama stream or post cringe gym selfies all day on Twitter.
This forum is such a clown show filled with casual scrubs. That means you.
This would end up being a buff rather than a nerf you think it is. Cold Sorcs donât scale with infinity at all anymore. With this change, they would; and theyâd gain the cold mastery damage. They would simply have to build infinity, so it would take longer to build maximum power, but it would become the best build in the game, bar none.
But in general, your post is correct, if they were willing to spend the time retuning all mob resistances. Apparently, they are not.
I think if they lower enemies max res and change sorcs cold mastery, she would be very good with infinity breaking the immunities and not dealing 100%+ damage with the mastery reworked. Instead cold damage could deal 200%+ damage to enemies via mastery but the 83% cold res on immune enemies breaked by infinity or lower res woudnt make the cold sorc broken. Even with facets or stuff that further lower cold res.
IE. 15k blizzard old mastery x imunne to cold enemy breaked by infinity means 83% cold res less mastery and facet means -100% cold res. So 30k dmg a shard.
IE2.15k blizzard with new mastery +250% cold damage means 52,5k dmg reduced by 83% cold res from a immune to cold enemie breaked by infinity means 10k dmg a shard.
This way all the mono elemental builds would have a good time dealing with immunities on TZs but the dual elemental builds would be good aswell. No need of powercreep GCs.
I was actually thinking they will tweak Hammerdin or magic immunes.
That little charm with only 3 days ptr is a freaking Godzilla of a change and they want to rush it.
So, youâre still reducing infinity by 1/5; in essence, applying it BEFORE the Sundered Effect. So instead of Infinity being at full power, reduce an immune mobs, through the layered modifiers, to 83 resist all.
You have some idea of the math involved here. Thatâs good. But You have radically changed the way itâs being applied, so infinity/ LR is applied at 1/5 still, even if there is a âSunderâ in place. Thatâs the first change.
What you have succeeded in doing: Made Hammerdins and Lightning AND FIRE (!) classes the best in D2. You have opened the playing field for ALL damage classes, though not equally, as long as they have Infinity/Conviction AND a Sunder. Most players wouldnât be able to attain that - ever.
So, unless they make infinity very easily to get, or weaken Conviction so itâs much less powerful, youâve basically done nothing for the game, except immunities you previously couldnât damage at all now take 5% of damage.
I donât think youâve fixed much. you just cleaned up the numbers. The richer are still richer, and most builds still arenât functional till they get both charms and infinity. Itâs not a good solution.
I didnt say it but that ideia was thought without the sundered charms coming into the game, just freeing fire/cold hard immunes. Also Hammerdin could see a fix on the Concentration aura working with the hammers and a 50%~100% buff to hammers to compensate. That would incentive on more build diversity even for the pala that could play other aura like salvation or any resistence one, or even a holy damage one to help dealing with magic immunes.
I think people really overestimate how much use these charms will get.
The cold ones and fire ones will be used like a mother, the others not as much
They didnât used to be. The imbalanced addition of runewords and end game items made it that way. It was a massive oversight on the development of the game, and the need for synergies was thrust into the game, not added as an addition to an already balanced world.
Ok, tell me how you balance skills then when they are maxed at lvl 20 without synergies. How do you max ice blast to not be too op but be good at end game.
Ice blast isnât meant to be used as damage, itâs an immobilizer. Speed up the projectiles speed, and maybe increase DMR thatâs speed reduction has when ice blast is used first. Every character has some sort of ability that can essentially keep mobs away from u. This is one of the sorcs. Amazons have valks and decoys, assassins have shadows, necros pets, druids pets, barbs howl, etc etc. Ice blast is 1 way u can offensively immobilize enemies. They could also consider giving it a longer chill duration but the inability to completely freeze like glacial spike to make them uniquely different.
Synergies didnât balance ice blast. The only purpose they gave to ice blast was to boost OTHER abilities. Nobody still uses ice blast. Thatâs the point of taking away synergies. They were added to try to create a balance for end game material, and it didnât work. It actually ended up UNBALANCING the game more than anything ever done to it, and by the time they added it and got to the end, the game was end of life and they never got around to making changes to fix it.
Most people donât remember that pre expansion, the game was much more well balanced in terms of class usefulness, MINUS pvp. PVP was sorc / bowzonâs running everything over, but other than that, it was actually quite interesting how much closer each class was to each other in scale.
Once they introduced runewords and synergies, things got really wonky. We started to see class builds that had no consideration to certain effects, and end of life for the game prevented any meaningful balance approaches. These wonky things were funâŚfor a while. Until it shaped the meta into the undeniable thing it is today, which is you either play a hammerdin or a sorc, or youâre playing 3 tiers below in power.
The reality is, people will always find the âmetaâ. If usefulness of glacial spike isnât best when considering the meta, it wont be used. Same with glacial spike. But that doesnât mean the best option is to just encourage people to put points into those abilities, to make OTHER abilities stronger. The correct response would have been to be more creative, and add effects that could potentially shake up the meta (and NOT items that just boost everything across the board by %'s, when end game is already way too easy)
Maybe ice blast leaves a chilling effect on the floor at a certain level.
Maybe ice blast bounces like a mutalisk attack
Maybe ice blast builds up charges like an assassin towards a new ability, ice meteorâŚ
MaybeâŚJUST MAYBEâŚice blast has a low % CHANCE to freeze a boss at certain levels, but glacial spike cannot.
Creativity will win the hearts of players, not lazy blanket buffs.
Omg dude ice blast was just example. Not only you are wrong and people use ice blast for damage also. You made all this about ice blast when it was just example. Its not about how usefull skill is or well balanced with damage as some skill need buffs. This is pretty much about every elememtal skill with direct skill dmg based on level.
Level of skills ends at 20 so you absolutly need synergies to keep scalling up dmg as you level up.
If you dont you will end up with majority skills being useless or overpowered because you have no tool to balance dmg of 20 level skill over 99 of character levels.
Lets say you have war cry build. Its maxed at level 50, without synergies your skill would be doing same damage at level 50 just like at level 90. If you level up ice blast, you would be maxed at 25 and then what? You have either op one hit kill skill at char level 26 or garbage skill at char level 80.
Synergies are great tool to balance dmg of skills across many more char level than 20, and it greatly help to good character progression.