Remove or rebalance charms, I have a very simple solution to the "immunity problem"

:rofl: :rofl: :rofl:

Thank you for proving my point and still being oblivious of the fact.

Speaking of using that device between your ears…

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It is literally not access to content you are artificially locked out of. Were light sorcs not able to farm places with souls in them? Oh yeah that’s right, they were! But it was much harder than Chaos Sanctuary for example. It is content that was previously hard made easy. That is the very definition of power creep.

How about you reply to that part hm?

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Unless you already farmed an Infinity, you don’t engage souls as a lightning build. You Teleport around them and kill the other mobs.

Also on that point, anyone with Teleport basically ignores all the non-elite mobs in zones as they offer little of value in terms of experience or loot.

If a zone spawns 4 to 8 elite packs, let’s just assume 6 spawn in a game. As a lightning sorc, you would Teleport and kill the ones you could do damage to and ignore the 2 lightening immunities.

Once ya got Infinity + Griffon’s than you were also able to engage the 2 previously immune elite packs as well.

Not having Infinity didn’t make Glooms more dangerous. Getting Infinity also didn’t change how much damage Glooms can do to you as damage only scales based on resistance and player count in the game…

Access to the loot and XP from the lightening immunes elite packs in the zone requires gatekeepers items like Infinity/Plague. The hammerdin has virtually unrestricted access to 95%+ of the mobs whereas builds like Fire can barely access 60% of the elite packs in Hell.

I know this must be a challenge to comprehend… :rofl:

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I know this is all semantic nonsense, but “you can now kill everything in the game with basically any skill” sounds pretty power creepy to me, because we surely could not do that before. >.>

Edit: Forgot to spam emojies, it seems to be important. :rofl: :rofl: :rofl:

Unless you rolled the right class…

Melee can clear 100% of content, fire druids can clear 100% of content, Wind druids can clear 100% of content, Summon Necros can clear 99% of content, Hammerdins can clear 95%+ of content… Etc.

Seem to completely ignore that little bit

I know hammerdins and infinity are a problem, but these charms are just throwing more gas on the fire as far as I’m concerned. =\

Immunities do NOT give diablo its identity. They werent even added until 1.07. If you think of immunities when you think of diablo I can tell you arent an original player.

Hmm how long have immunities been in Diablo 2? Oh yeah. For like, 90% of the existence of the game. Go around and ask your gaming buddies to name their top 5 things they remember about D2. I’m going to bet immunities is in every single top 5.

Universal Immunities were added in 1.10

LOD launched with certain mobs in act 5 being physical immune only but no synergies meant it was easy for melee classes to deal with em.

Before 1.10, immunites usually only showed up for Elite packs when certain monster modifiers were rolled. For example, cold enchanted uniques would become cold immune as 75% cold resistance would be added to their base resistance pushing it above 100.

I guess runes, druids, assassins and Baal runs aren’t a part of D2 identity either then. =(

Immunities wouldnt even crack the top 10, I woud start with Cow level being my main memory.

They are a ---->PART<------ of its identity. Saying that immunities or any other single thing gives it identity is very crass.

I said before that they were added in 1.10 in a previous post but several people insisted they were added in 1.07.

The first part you got right! Impressive, I did not expect that from a bad player. You ignore immune monsters as much as you can.

Let’s do a little thought experiment here. Imagine you play as a fire sorc and you’re good at the game. You see a pack of souls. Because you’re good at the game you know how to deal with packs of souls. You stay out of range and you cast 2x meteor on them and start spamming Fireballs in their direction. You know you can cast 2x meteor because the time it takes to fall down is 3 seconds and the casting delay is 1.2 seconds. You now have 0.6 seconds to pump fireballs. If you are at ~max range your Fireballs are going to start hitting the souls at the same time the first meteor is going to hit them. The pack of souls gets oneshot by your combo and have no chance to even hurt you. Were the souls more or less dangerous than for a light sorc?

Getting infinity changes how much damage souls can do to you because, apparently you’re too dumb to realize that dead mobs do no damage. No infinity = you run or you die. Infinity = they die or you die. And because they’re going to resist a lot of your damage, there’s a real good chance you might die. Infinity + these charms = they die or you die. But your damage output is gonna be a hell of a lot higher, reducing the potential damage they can do to you.

Considering how much time a mob is alive in the damage equation is hard eh? Pretty sure multiplication and addition are primary school math?

OMG, mark this day red in your calendar. This guy gets it and also provides a simple solution. But no, let’s just turn D2R to sh!t

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Yes, it was crass and incorrect. There are many more things that make D2 D2. The complex loot system. The combat system and skill trees. Customizable attributes. The general look and feel of every act. The use of real historical weapon names. The RPG elements of how everything would make sense. Immunities are certainly in the list of things that are very D2. You can even tell that they really put thought in which monsters should be immune to what types of damage, giving them a greater RPG value.

So long story short what you are trying to say is that in your example the lightning sorceress can now come closer to what a blessed hammer paladin can clear with the same quality of gear?

Reading comprehension is hard…

Infinity by itself wasn’t enough to enable you to farm lightning immunes. Hence the addion of Griffon’s was also mentioned as a bare minimum for such actions.

Just like these charms aren’t enough on their own.

Burning Souls spawn between 2008-5059 HP in Hell and have ZERO fire or cold resistance. Only a noob would need to multicast fireballs after stacking meteors to deal will souls in Hell. A single level 20 synergized Meteor is more than capable of 1 shotting Souls. Level 30ish is ample to 1 shot em at p8.

But please do enlighten us of your grasp of game mechanics :rofl:

Oh the irony… :rofl:

Eh no, what I’m saying is that light sorc can now absolutely destroy the hammerdin in the same quality of gear. Light sorcs are already faster clearers than hammerdins in endgame gear btw, try P8 chaos hammer vs light sorc. Light sorc is faster. Same with baal. The difference is just going to be larger.

Do you have any data to back this up?

And apparently you are the one that is having trouble reading comprehensively.
Read my post below (from a bit earlier in this thread) very carefully.

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Discussing with Slomo is like explaining rocket science to a snail, but dumber. Don’t waste your time with him, he can’t understand it.

Top memories → Enigma (Teleport), Infinity (Immunities), Dia, Cows, Baal. I played from 2000 to 2013 active before I took a break for some years. 1.10 is/was more present in my mind than my preferred patches 1.06 and 1.09. I couldn’t even remember which patch changed the increased damage stat to %ed, but it still was a very strange moment back in the days.

If you don’t think of immunities than you stopped playing Diablo before you became an “original” Diablo player.