Remove immunities from regular monsters

fixed

pallys almost never have to deal with immunes
and thats not what is being proposed here

+1
and different is not the same as harder as all you have to do is spam another key

2 Likes

Immunities make you choose.
Extreme kill speed with resticted use range / moderate kill speed with high use range.

I like choices. I like this choice. If i donā€™t want to choose iā€™d play D3. Or hammerdin. Nerf hammerdins! Nerf infinity! And leaf!

Fire res is too hight than others. Other res is fine but fire

2 Likes

Then it makes no sense to advocate for immunities because they limit choices how to play the game and how to farm content.

If you have pure frozen orbsorc with energy shield you play build of your choice. But because of immunities,your choices where to farm are quite limited because many places have cold immunes.

Weird statement because its exactly opposite. In diablo 3 you have choice to play anything and it will be viable everywhere. Dont take this like i love d3. I dont like that game, but it doesnt mean its not doing few things better than d2.

Why do you think people want to nerf hammerdin? Because that build actualy have so many choices where to play and clear content well. Immunities are to blame here as they limit choices where to farm for other characters with reasonable speed. So obviousky people dont like that one build has so big advantage over others.

Based on your coment you are probably against nerf to hammerdin, is that right? Well if you think that removing immunities would make game easier, why is it ok for hammerdin who doesnt have that issue already? Why he can benefit from lack of magic immunes and others have to struggle with many monsters immune to their element?

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1 Hidden reply, i am sure you wrote an wonderful wall of text but iā€™m sorry i wonā€™t read it, you are (again) on my ignore list (which has 1 entry). Not sure why i unignored you in first place :thinking:.

Edit: yes i donā€™t have sexcalibure on my ignore. Compared to you he is kind of entertaining.

Funny how you have me on ignore list but you still decided to react :joy: . Why do you use it then even? If you are not interested in discussion after you lost with your arguments just go away and dont reaply at all.

2 Likes

Better just allow soft points to work with synergies.

Problem fixed.

Facepalm to everyone trying to convert this game into D3.
Git good, choose an element type and physical merc damage and you wont skip anything since most mobs dont have physical immunity plus another element.
And just go dual element ffs.
It just shows how little you all can think on how to overcome immunities when the game has all tools to offer you to overcome them, you are just lazy and just dont think how to do it.

2 Likes

But that doesnt solve the issue with immunities. If you would do this, you still cant kill immune mobs with your build, but you just made everything stronger in area where your build can farm already.

I dont want to make everything stronger. I want every build being able to clear majority of game without constant skipping hords of monsters i cant kill.

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NO. Synergies would be still capped to 20, difference is in allocation system, from limited: hard points only to open: soft/hard points. It would only gives tons of free points which you could invest in other skills to hybridise your build, but only with tons of +skills from gear ofc.

But dont you think it creates new power creep?

Lets say you play Hammerdin and have, torch, ani, mara, hoto,enigma, shako,arach, 2 soj. Hoz Thats +18 pala skills, also hod has another +2 so it will be +20 combat skills.

Now you max blessed hammer, vigor, blessed hammer,concentration and rest holy shield.

Based on your proposition you would save with full equip 36 skill points from not leveling vigor and blessed aim. So you have same as strong char as currently and bonus +36 skill points. Thats massive buff.

So i guess you can max fist of heaven , 2 points per synergy skills and still have maxed dmg of foh with synergies. You still have like 10 skill points so hmm you also max def synergy for holyshield with just two points in defiance. What else hmmā€¦i guess you can put few points in resist auras so your vengeance get 3x18 synergy.

Do you understand how freaking OP would that change be now? This is just one example of pala.

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Or even better, just giev 2 skill points for every level up. Or just make a text field where you can set the amount of free skillpoints. Or just auto create every character lvl 99 with every skill 20!

ā€¦

2skill per lvl on Plugy p8 is awesome.

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YES, then we can make it REAL hybridise 10hard points and 10soft points per synergie (50/50 or soft points are possible above 10skill lvl):

HDin: 20BH 20Conc 10BA 10Vig 20FoH 10HS rest in HS or Conv perf Mage build :slight_smile: for me it sounds awesome, no more boring one spec, it would work with TZ.

Not saying these numbers are wrong, but can you explain your reasoning for having physical resistance be even higher? Seems like the melee/physical builds are already typically under powered compared to casters, although perhaps youā€™re thinking of the ease of breaking PIs with things like Reaperā€™s Toll?

Iā€™m on the fence about whether I agree or disagree, but Iā€™m wondering, would it really prevent people from skipping? If regular monsters are still 90-95% resistant to an element, those would take 90-95% longer to kill. With so much of D2 being about monster kills/time in certain areas to get the desired drops, would people still skip the monsters that took almost 2x as long to kill, in favor of killing other monsters faster? I guess a lot of builds are strong enough compared to the monsters that they would kill them quickly regardless? But if thatā€™s true, then is the 90-95% even enough?

I definitely like the idea of having those monsters just be harder but not completely immune to a given skill/build, but I do wonder if people would just still skip over them like now, if they took significantly longer to kill, and if they didnā€™t, then it seems like it would just make the game easier.

2 Likes

This, problem aret immunes, core problem are synergies, if you want to fix D2 you have to fix synergies.

Mostly agree

As you might know now, Iā€™ve never advocated for immunity to be removed, just to not allow the majority of monsters to trigger it

I think a cap on resistance is the most elegant solution

And then affixes like ā€œfire enchantedā€ would provide +10 to maximum resist, allowing rare occasions where a monster is Immune

A lot of people are ignorant of this but even with a cap of 95-99%, -resist still applies since it works on the initial/total resist rather than the effective one

So a 140 fire resist monster capped at 95% would still be affected by conviction at 1/5th of its effect

I also strongly believe that being capped while have unUsed resistances should be compensated

+x max resist per 10 overcapped resist

Or

+x% life per X% overcapped resist

Both situations making monsters harder

Would would synergies be problem? They work very well and let you specialize your. Most important theyare important to balance damage of skills.

I dont think cap is need. Regulat non elite mobs will have resist below 100 and elites can be immune to provide occasional challenge and reward for killing them with better loot and exp.

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But without a cap wouldnā€™t you need to completely rebalance everything that provides -resistance since it was originally balanced accounting -resist penalty

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Maybe i did not word it well. I wanted to say that physical resistances should be lowered by more % from 100% to 75% for example as melee chars dont have too many ways how to lower it.

When you do playthrough you can utilize things like lower resist wand to lower it even more, for well equiped chars can be used facets for example or items which lower -res.

I think it should be implemented together with few other changes to balance this well, like -enemy res on elemental pala auras, rework sorc masteries so they work all in same way + other changes so characters have tools how to deal with high resust monsters if they specialize with their build.

I am doing this actualy for my mod, i went deeper than just removing immunities. For example holyfreeze holyfire and holyshock also have -enemyres for every hard point in skill. So if you invest in skills, there is reward in dealing better with monster who have high resist.

I generaly dont like infinity as it breaks game too much, and you are kind of forced to use it on some builds if you want them viable, but then there is insane jump from being barely viable to being OP. So with some smart choices on skills, better itemization and immunities change could be game balanced between classes and builds far better.

Some balancing in items and skills would be required of course. And i would remove infinity completely. Or just conviction from it.

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