Hey everyone. Just wanted to share my feedback on the sunder charm changes. While I believe the update is overall positive, the changes to sunder charms don’t really sound to good for several reasons.
Also, I play only in offline single player, so I’m reviewing the changes from that perspective.
First, sunder charms charms have already established their place in the game and reducing their drop rate to an insanely low value will limit build diversity and funnel players into common builds like the hammerdin or now the warlock, which already have an easy time bypassing immunities.
Second, sunder charms by themselves are not that useful, as they need resistance reduction gear to be effective, so gatekeeping the further delays an already late upgrade.
Finally there’s the farm itself. Not only it is a farm that hides the key behind the door, since the way to get them is to chain farm a bunch of areas with different immunities, which needs the sunder charms to be effective. Hybrid builds do exist, but their effectiveness is significantly lower to the point most players will probably default to a magic damage build like the hammerdin.
Also this farm favour a type of play style that isn’t really viable for a lot of players, requiring players into long play sessions (only tier 4 heralds or 5 drop them, and getting heralds to spawn it’s really a pain) to get a slim chance at getting their desired reward. Most farms in this game, although rare, are compatible with shorter play sessions (MF, rune hunting). The exception to this is Uber tristam, which requires you to chain all Uber keywardens in a single play session, but once you finish it you’re guaranteed a reward.
Please take all this into consideration for next updates to the game. Thank you.
Here it is. Buff drop rates, buff all classes, remove immunities, give more options for + teleport.
Remove all challenge, speed up play, just hand out the loot…
Dude, this game is going to get railroaded right into garbage by you types. You just want to remove all the longevity to get the endgame experience and quit at the detriment to the overall quality and history of the game.
Funny how you put up a lot of stuff I didn’t even mentioned but failed to address any of the actual arguments I put in the opening post. It’s fine if you disagree but I’d like to understand why rather than just throwing random stuff and deviate from the original question.
They removed something from the game, it looks to be at the behest of a streamer, it there was no mention of it in any marketing which is just shady, and we only found out after playing the DLC for a week. How does anything you just posted even remotely relate?
Here it is, completely off topic replies because no logic exists that justifies this.
OP is right though. Sunders were well balanced and simply needed a slight nerf to drop rate because they rained multiple a day on everyone. They opened up so much build diversity but they were balanced in that they give you -70 to -90 resistance AND they merely break immunity but the monster still retains its resistance to that damage type so it’s still harder to kill. Sunders were a godsend.
New sunders are bad. I didn’t want to craft other affixes onto them or have them be so rare that only a handful of builds will now be ladder start viable. PTRs exist for a reason. They shouldn’t have shadow dropped this dlc without ample testing first.