The Issue isn't "removing immunes", its HOW your doing it

i don’t have a problem with you “removing immunties”
but it has to be done in a BALANCED WAY in order to NOT BREAK THE GAME.

This charm idea is terrible
you completely break cold mastery, and infinity
which now function at full effectiveness vs everything

you widen the already MASSIVE gap between melee and caster
because melee doesn’t have ANY -physical resist gear or facets

so while casters can now use facets and infinity all the time for every element
physical characters have zero pieces of gear to lower physical resist and are forever stuck at -95%

or trying to rely on a merc ai to hit a the correct monster, have enough AR to hit that monster, and get lucky enough to proc amp or decrepify

the downsides are completely imbalanced

fire doesn’t even have one because of flickering flame
the other 2 can still get bonuses form salv

physical resist is the hardest resist to get and is EXTREMELY rare

making even using the charm worthless

and magic… seriously?
you cant even GET magic resist outside of a safety shield

removing immunities isn’t the problem here.

its HOW your doing it.
this is an idea thrown out by someone who has never once played this game.

Come back with an idea to remove immunites WITHOUT breaking the game and i’ll give you my full support… but not like this

9 Likes

Id rather see infinity stay how it is, or maybe break all immunes. Like the charms lower resists enough that when stacked with infinity then you can break all immune types. That would make a lot more sense then a charm just doing it and replacing infinity.
Also I dont like the idea of negative resists on monsters and power creep of it. Resistances are a very powerful mechanic of the game.
Whatever happens has to work on minions for assassin and necro, and melee needs to scale too so they arent left behind either

the simplest way to do this i posted here

make it so all monsters are capped at 95% and anyone above it is extra ( just like a players character have over stack resistances
change how the 1/5th penalty applies
if a monster relatively would be immune ( aka over 100% then make any - skill based)
make that penalty take effect AFTER they bright it down to 95% instead of above 100%

and then have facets and gear have full effect last.

if you have a infinty (-85) ( or cold mastery or lower resist but were using infinty for this example)
and -20 from gear
and the monster has 110 resist
the first 15 bring it down to 95%

then reamining 70 from infinity now gets 1/5th

bringint it from 95% to
81%
then your fire facts bring it from 81 to 61%

if u didn’t have infinity
your fire facets would bring it from 110% to 90% flat

if the monster had 98% resistance… its not immune so infinity would function at full efftiveness as it does now, as would your facets (which they normally wouldn’t so still a massive buff)

its a still a buff… its still removes immunties… but it doesn’t go to "what was once immune is now - at 110 or 180 to
-10 fire resist

THATS the difference

the difference between 61% and -10% is massive on a fully geared character

especially when considering cold mastery

2 Likes

Well I guess thats one way to necro a post to get the discussion going again… Pretending to be a grammar you know what.

4 Likes

For the first time I enjoy the game and farming act5 and act3 where I never stepped before and whiner are whining. Sunder and Terror are game changer. It’s amazing change. I’m so sick on farming 3 zones from season to season.

4 Likes