New Charms are a Terrible Idea

I don’t post often, but I have to this time. The new sunder charms are a terrible idea. First off, the game is already too easy. I cannot fathom why people want to make monsters EASIER than they already are. I cannot understand the logic behind trivializing hell by eliminating immunities. Go play nightmare if you want an easier difficulty level than hell. Sure, we can already break immunities with infinity, but that is a chase item that is supposed to be difficult to get. Even if the new charms have a low drop rate, they only take up three inventory slots, rather than requiring a geared mercenary to make it viable. Why not bring back Hex charms while you are at it Blizzard???

Second, immunities are central to the variety of the game - the idea that not every single class should be great at everything. Not all monsters should be the same, and homogenizing monsters with a charm is lazy and boring. You also eliminate any desire or need to play in a party with friends. For example, this season my wife made a light/orb sorc and I made a summon necro - a perfect combo of defense and offense that can duo all of hell. Third, this is a meta change of the game. I’m great with smaller changes like gear re-working, new Runewords, and skill balancing, but completely altering the entire nature of the game is anathema to me. The game is mostly fine as it is.

What we really need are quality of life changes and adjustments, not radical, lazy, and overpowered overhauls. Stop trying to reinvent the wheel, or you get subpar games like Diablo 3. I hope the same does not happen with D2R if the stupid sunder charms make it to live. Major fail if they do.

Thank you for reading.

61 Likes

And to me, this is the key as to why this is such a bad idea. Replayability is the most fundamental cornerstone of Diablo 2. But this leads to no motivation to farm for other characters because you can already farm anywhere on your cold sorc. Which means you’re pretty much going to be done as quick as you’re done in D3 like five days. Anyone who thinks this is a good idea is very likely of the same opinion that increasing drop rates would be a great idea for the game as well. It’s just pure niavity.

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And this is why they should have just nerfed hammerdin and make fire and cold immunities breakable by infinity.

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All people wanted was a Hammerdin nerf. Look what we got jnstead - madness.

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Yeah I mean their last patch was fairly conservative and they did a pretty good job. I think they were even too conservative with it. Now all of a sudden they drop a nuke on the game instead of just doing what you said which would be much more elegant.

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Also, how easg is it to get 75% elemental resist through charms to counter it? Very easy.

Now try finding 25% DR charms.

The melee one is madness. The best builds are now firther ahead, whilst melee eat a relative nerf.

2.5 is awful

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2.4.3 is the last patch and sry but pretty bad for the barb

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I mean yeah barb needs a major overhaul. But they did a pretty good job with hydras and stuff like that. A lot more needs to be done, for sure. But this is just a mess now.

20 years of meta and strategy building doused in gasoline and set on fire in an instant. As a sidenote to a patch. Who is running this show?

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idk i feel they always screw sometime faster block rate same with faster hit recouvry , yes is got some good buff , but the main issue or main mistake the dev make is messing with the table number , this is pretty bad these number are fine for 22 year and in less of 1 year the dev screw 2 or 3 feature , at this speed i expect a other 1 or 2 year and the game is dead broken

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So instead of giving us more demanding content, they just destroyed whole game

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Immunties were a terrible way to make this game hard, most people just meta play their way around them with hammerdin and lightning builds it’s laughable that people think these charms are the end of the world.

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Brilliant post. I couldn’t have said it any better myself and am just leaving this reply to boost your numbers.

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Don’t most people run the same maps over and over to get the gear they want? Isn’t the word “efficiency” the main goal people focus on when gearing, so they can clear faster? And when people have gotten enough gear from PvM, people move onto PvP, which these don’t affect. So where is the big hurt? Oh, yea, the price of Bers is going to drop, oh nooooooooooooooooooooooooooooooooooooooooooooooo.

This change comes from the feedback for the PTR.

Players gave feedback that the Terror Zones were “too easy”

Blizzard decided not to take this at face value and looked closer, determining that it was people playing Hammerdins that thought Terror Zones were too easy.

So of course Blizzard decided that the way to make players happy was to make Terror Zones “too easy” for Sorceress too! Obviously the players complaining about Terror Zones being too easy will be made happy! Right?

This change doesn’t even make sense for solving the problem the feedback identified. Why did they even ask for feedback in the first place?

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What does the “immunity is sundered” effect actually mean? Do targets take full damage?

Or does it simply downgrade an immunity to a resistance (which can then be lowered)?

Thank you for the intelligent post. It’s obvious that the Sunder charms do more harm than good

Just juggle the charm in and out of your cube and you never even have to really deal with the -res

You can do that, but it’s a pretty significant inconvenience

Not for me son I got 500+ apms!!!

most of us aren’t robots