For sure his take is bad. I think a lot of people don’t realize that negative res and breaking immunity is a whole lot more powerful than damage after a very short while. And you need to break immunities to lower res.
They want them rarer because then they have worth. They don’t like seeing gold labels drop and not be able to get anything for them. Same ol tired arguments masking the desire to get fg and high end items.
No, they realy drop every 15 mins just you must use insane high magicfind to achieve this.
I reached 425 mf and now constanly drop for me.
The commonly used healthy " just use 300 mf or lower cuz diminishing return and you wont have fast clear speed" dont work when you want hunt sunder.
Remember sunder only drop from the elite monster with name only and these are in every terrozone max 5-6.
So when you dont have incredible high mf, you rarely will find sunder charm.
I’m all for JSP, and I’m all for items having rarity and holding value. But until Acti-Clowns do something about class imbalances I don’t see how making sunders more rare is helpful. There are a ton of builds that would be F tier instead of C tier if sunders didn’t exist. So until then I want them to even increase the drop rate.
I agree. They are meant to open up builds to TZs that would otherwise not be able to do Hell. They should not be exclusive. And if you happen to get a -70, it still has plenty of value for trade. It’s not going to get you an enigma, but it’s worth enough to make one want to pick it up.
They are a bad way of doing it, but since they’re the only way those classes are even somewhat viable in the awful TZ zones, they should be easy AF to get your hands on. The good ones have good trade value which is pretty sweet too.
Small side note, the cold sunder charm does not remove every cold immunity. The gargoyle traps remain cold immune since they’re technically “minions” and not “monsters.” Which is really dumb.
Oh, that’s interesting. What about catapults and barricades in Act V with 1000 poison res?
Show me a unique item that has fewer than 2 positive effects. I don’t even know one that has less than 3.
Prior to the last patch, ALL unique items had at least 3 affixes.
Again: These charms were introduced specifically to address a common issue experienced by many regular players, who build too heavily around one damage type and then get semi-softlocked in Hell with monsters they can’t easily bypass without killing, or getting someone to give them a token of absolution.
The sunder charms just take something impossible and make it possible. It doesn’t mean it is good or the best way. Most games today don’t even have these kind of mechanics because it does invite too many ways to save yourself into a corner at which point you get angry customer support emails and people saying this game sucks becuase I couldn’t beat it (even if it was their own less than ideal decisions, because the game doesn’t really do anything to promote making better decisions- There are almost no immunities in Normal so for most players it doesn’t become a problem until they’re already invested).
Sure, if your class can lower resistances it will work better (but they took that into account and all resistance lowering effects (including Cold Mastery which was a problem in the last patch) have drastically reduced effectiveness if an immunity was broken), but otherwise, you need to team up with someone, and at that point it’s honestly a good thing because you’ve encouraged multiplayer. All of the sunder charms come with downsides, it takes a lot of extra inventory space to carry them around since you don’t always want to have them generally, etc. So I see nothing wrong with them being common. The only real reason to make them more rare is to create a market for them.
can you please shut your stupid ideas ?
cause i run perma terror zone and havent got sunder since 3 days
just pleast shut it
I’ve been a strong critic of the sunders, but I’m starting to feel like “eh whatever” about them. Ideally, I’ve always felt they should be as rare as it is to put together an infinity. But, on the other hand, it does increase how fast one can get to farming gg items.
The trade-off has been the terror zones. If terror zones were not added to the game, there would be no excuse to go the sunder direction the game has. But terror zones change the way the game is played in its meta. And I think positively. But, in order to fully enjoy that positivity, overcoming immunity needs to happen earlier than Infinity. Otherwise you just widen the gap of drop potential from botters to regular players even more.
So I get the logic.
I guess I’m giving up my fight. Sunders are fine.
You’re probably doing it wrong then.
Regardless I still don’t think they need to be rarer.
They don’t really boost the best classes that much as an infinity does. What they do is give the bad classes/abilities a chance. And honestly if they’re not going to balance those classes sunders should rain from the sky IMO.
I wish everyone had infinity type ways to break immunities and lower res well. I wish all abilitys worked decently. but until that time let the meme builds do a bit of damage. That is just my take tho.
i run trapsin so i cant have much magic find, is that wrong ?
sunders are to let us enjoy playing all content what we like
there are some people with oldskul mindset here that like to spam 1 zone forever
im not one of them. and actually with sunder and crescent moon im shredding terror zones with traps now
No class is locked into just one zone.
But regardless I don’t think you should open the entire map just because of one charm. There should be progression to it IMO, but that progression should work the same for all classes.
An item that’s far weaker than Infinity should be as rare as Infinity? Why?