Remove immunities from regular monsters

That’s why I think a cap is better, it does everything you claimed in the Op and doesn’t require massive rebalance

The only thing it would need to nerf is cold mastery since it would now always apply

To be clear, we absolutely agree on the intent and motivations

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NO with immune system and if you remove immune by decreasing res to ~90-95 then you change nothing, ppl will skip high res mobs again cuz as some1 said it wont be effective.

But its not true. Lets say you have cold sorc and monsters will have 95% res. Cold mastery lowers the resistance so you can farm in any place just fine.

Yeah enjoy not super, but HIPERUltra Blizz meta LOL

I have to agree with him

Synergy is the other side of the medal with the immunity issue

No Synergy doesn’t allow you to specialize, it forces you to

Synergies add around 200% damage

When they added synergies they added immunities and buffed monsters by 500%

So even synergized you are 200-300% behind compared to pre 1.10

So it’s not even a choice but rather forcing you indirectly

But other than that

Immunity requires you to dual spec

Synergy requires you to single spec

See the problem? Making a fireball sorc only synergize with fire skills…

Ideally synergies would be based on affinities greater than just damage type

  • projectile
  • aoe
  • melee
  • ranged
  • summons
  • buff&debuff

This would allow you to make a fireball sorc and synergize it with ice blast since both are projectiles, synergize it with holy fire since both are fire and aoe

This would open up so much diversity and fix so many issues derived from immunities and synergies

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No i dont, i dont like playing blizzard sorc. Idk who designed sorc masteries but i think it wasnt smart. They should all work in same way to lower eneny res for element.

How do you propose to properly balance skills without synergies?

Give me some example for a build.

Excuse me!? 1.09 was tons better balanced than 1.10+, at least from melee-caster perspective.

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No it was worse and old system didnt work well, thats why they introduced synergies in the first place.

First of all, pre-1.10 was the best Diablo 2 experience ever

And also, haven’t you read what I wrote lol nor clicked on the link I posted

I’m not saying to remove synergies, rework them from forced arbitrary ones to Flexible logical ones

Wanna make a fireball ghoul Necro?

You now can because your fire, projectile and aoe skills would buff the fireball Oskill from Trang set

20pts in:

  • fire golem (fire)
  • lower resist (fire)
  • corpse explosion (fire & aoe)
  • skeleton mage (fire)
  • teeth (projectile)
  • bone spear (projectile)
  • bone spirit (projectile)

Voila, you have a way to synergize that also make you invest in skills that aren’t automatically the same damage type

So you encounter a fire immune, switch to Bone spear because you decided to use it as a synergy to your fireball and it’s not less powerful because being a projectile itself it got synergized by other projectile skills you have

It was bad system cuz there werent any respec system so ppl played with 1lvl pre req skills to 30. They introduced synergies cuz 1.10 is casualish patch for noobs with tons of OP things. They could add synergies based just on Energy points and game would be 100x better balanced between melee/caster LOL.

Synergies force ppl to build one “correct” build and put points in bad low lvl skills which no1 would ever use them except low lvling and they should be BAD in general.

Well i dont agree. It had terrible skill system. Not only you were forced to level up skill you dont want to use eventualy but you cant properly balance skills when you have high level in game and skills are capped at lvl 20.

So if you have for example ice blast from level 6, without synergies you end up with either too op skill too early or garbage skill later. Synergies let you manage damahe on skills much better as you control dmg output on it with further skill distribution.

And sorry i didnt read it before and the link ,i will check it now.

Pre 1.10 was maybe good for melee who have dmg mainly from weapons, but its bad skill design for casters.

In some occasions yes, but its all about making skills viable and about picking right skills for synergies.

Look at fire ball. Meteor is synergy and its used together as build, fire bolt is bad. But it would be bad even without synergies. If you improve skill, it can have good use in fireball or meteor build.

Or look at blizard, well chosen synergues and usefull skills as synergies are used with build. Only ice bolt would need upgrade.

Synergies are totaly fine, they just have to be picked well and work well together as one build.

Yes i agree that attributes could play bigger role like this. It would be interesting solution.

Yes every skill should have individual synergie based on Energy, lower skills more % per point, higher skills less% per point, and synergies between skills between 0.1-1% max to give ppl choice, if.

They are always picked the same: Blizz+IBIBGS, FB+FBMet and etc., it killing all choices.

I disagree. Immunities are a facet of the “puzzle” that makes the game. Immunities are primarily an obstacle to overcome in Hell difficulty. If we dumb down or rid the game of immunities, the puzzle gets a bit less complex. 1000 piece puzzle down to 750.

Then after that is done, we begin targeting the next thing that slows us down/makes us think… 750 down to a 500 piece puzzle…

And so on until we eventually have something as difficult as a baby’s shape puzzle box.

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But only for some characters tho. Is that good game balance? If you remove immunity from regular monsters, elite will still provide that obstacle for playthrough. And unlike now, you can farm whole game and are not seriously limited byhords if immune monsters.

Why cant all builds enjoy clearing content as hammerdin?

I think you know the solution for that one…

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Yep

Bringing everybody on par by Removing immunities

Obviously not being dumb and asking for more immunities lol

So solution is to take away that freedom from hammerdin? Is that seriously good aproach? I think better is to give same freedom to everyone with removing immunities. And if something will be too strong, just tone down damage.

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No, the solution is to tone down Blessed Hammer so Paladins can’t spin up a hammer tornado in the matter of a second or two.

Throw a .75 to 1 second hard cast delay on Blessed Hammer, reduce the synergy skill points needed to keep the damage as it is right now with maximized synergies.

It will open up the Paladin to be more versatile with other skills in addition to Blessed Hammer.