If they are to stay
I would see sunder charms being more intriguing
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rarer
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no special element
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all monster resists are 90
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double monsters life
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work as an aura, enjoy party play
If they are to stay
I would see sunder charms being more intriguing
rarer
no special element
all monster resists are 90
double monsters life
work as an aura, enjoy party play
Actually, I’m in favor of less, since over-simplification with items dampens the whole game experience and pushes it in a very unattractive, almost burdensome direction.
In the case of the Sunder Charm, however, I am rather the other way around, they should be readily available.
The reason is simple… to remove the immunities again, which one introduced at that time, together then with the synergies.
This isn’t about a real bonus with the charms, it’s about rectifying previous changes, but they are just bad today, just like the overload of synergies is bad with a few exceptions resulting from the class concept like Summoner Druid.
So here with the Sunder Charms, I want to play a little more normalized again and not permanently also because of the masses of synergies run against walls, if my highly specialized skill is just cancelled out by a monster buff… I’m invulnerable for you…
If we normalize the syngergies again and it is enough for 2 fully skilled damage types, then we can bury the charms and leave the immunities, because then you still have the alternative.
I would welcome that, because that fits much better to a RPG, than first to set up barriers and then with 1000 items to bypass this again… That shifts the game to another level, which harms the RPG.
I tried tsundere charms first time they moved to non ladder. As expected my Cold Sorc without Infinity and any -res only with that 1/5 -res from Cold Mastery benefited most enabling her to roll through CS and Baal easy while others need expensive -res or they almost do no damage to sundered monsters.
Can’t believe people were angry about that recent ‘nerf’. More like a fix to me. Cold Mastery is still strong with Sunder Charm and -cold res on character doesn’t hurt that much as it isn’t that important like fire and lightning resistances.
How about naw. That is awesome you have great rng but there are others, like myself, that have yet to get one.
In fact. You might be the ONLY player to get one every 15 mins.
Last season not a single physical sunder dropped for me.
Also, was almost impossible to get one from trades lol
using them for the first time, game was easy already, now it is super mega easy
Wait until we get more buffs each new season
My second charm was a perfect bone break. Then a 17 bone break and I was just wanting a light one like everyone else of course.
lies.
I did a chaos run for 1 hour and not even a unique grandcharm
Cap monster res at 95.
Remove negative resistances for enemies.
Reduce LR/CM/Convic values by 1/2.
Add more pierce itemization for builds other than lightning damage.
Or put ham-fisted charms in the game with wildly varying applications and conflicting interactions with existing resistance lowering effects.
if these were rare items they’d need to be a lot better. They don’t even have more effects than magic items, and one of those effects is negative.
The whole point of these charms was to increase accessibility and not create softlocks for players who created narrower builds.
Can’t say I agree with the cap monster res at 95% idea without reworking the entire game balance, that would make the game too easy (Maybe I’m too old school). It’s hell mode for a reason, it’s supposed to be challenging unless you have the right gear. That’s what keeps the game fun and exciting, the hunt for loot. I like the idea of sunder charms, they are incredibly powerful, but as such they should be difficult to obtain. Just like enigma, infinity, etc…
I hope Sunder Charms disapear, because nobody is a God, and before this battle was over, even a God King can bleed.
The whole point o Sunders was better build diversity… this means, that they should be relatively easily available.
Getting Sunder Charm is one thing. Getting -resist like Infinity to deal damage to sundered monsters is another. No need to make it harder.
Immunities aren’t a challenge because the game doesn’t offer enough ways to overcome them. It’s why the S tier builds largely ignore them or can benefit from using Infinity mercs. This is not a challenge, this is the game shutting itself off to the vast majority of builds.
They’re not that strong. They’re plainly underwhelming wherever they’re not a massive detriment. Magic and Physical sunder charms are a joke, carrying a debuff that’s monstrously worse than the buff provided. The lit charm barely matters because lit builds take Infinity, and sunders turn that Infinity into a very meager gain at the cost of 70 lit res, a pretty important resistance. The fire sunder does close to nothing on its own, and fire is so sore for pierce effects that it still needs to invest in an Infinity merc just to make headway on the 95 fire res mobs created by the sunder charm. Cold was in very much the same boat for all but sorc; but now cold sorc is also barely impacted by adding only a sunder charm without the additional Infinity merc.
Why is this? Fire and cold resistance lowering effects barely exist in this game. Fire only recently got Flickering Flame for what, 10-15% reduced fire res? That’s a drop in the bucket. How far do their options extend? Building a Phoenix weapon and shield on casters? What a joke. Cold is in the same camp. They have no pierce anywhere except for a Doom weapon. Maybe you could put that on casters, but how many cold builds can or would use a Doom weapon?
Meanwhile, lit builds have Griffon’s Eye, +skills, 25% FCR, 15-20% reduced lit res, and it can be socketed for another 5% reduced resistance. Then there’s the Infinity, which can be held for another 45-55% reduced lit res on top of the Conviction aura. Maybe you put that Infinity only on the merc and go with a Crescent Moon for 35% reduced lit res and use a Spirit shield.
This game does not support anything breaking immunities other than lit builds. The angle taken with these sunder charms is a bad one. It’s ignoring the real problem behind these immunities, being that hybrid builds suck due to synergy bonuses and itemization for other elements doesn’t exist.
D2 immunities have always been an unfinished facet of the game.
Ohhh also… I have been playing for now 12 hrs and got ZERO (0) Sunder charms…
PLEASE tell me how you get 1 every 15 mins. Because by your post I should have 48 by now yet I have 0 and yep doing all terror zones… hmmm weird.
This post has no credibility, you judged drop rate based on a small sample size.
I think the drop rate is fine, they have different roles and there are like 6, good luck to find the right ones.
Show me an example of a magic item which completely, unconditionally removes every immunity.