Terrorized Zones are a direct response to the complaint that spammed this forum when ladder first launched and the meta was streamer/Diablo farming. The community lashed out at how unfair it was to compete in the race and wanted an alternative. I personally think TZ was a good response.
Sunder was a response to the perpetual complaints of immune monsters and how a character you play has in most cases no way to kill the immune monster without a merc (as even LR wands or infinity don’t break all immunities). I personally think sunder is a good mechanic. But I admit I don’t care about the game being easier (it’s already easy). I’m happy I can now play my fire sorc or windy druid and farm any area/TZ.
I do understand people’s complaints on how game changing it is. But I’m still in favor of the change. Everyone will still make a Blizz sorc and hammerdin. But now people have the option to play more classes/builds without sacrificing QoL to farm any area.
I agree. Just needs player 8 to go with it.
Sunder charms should be VERY common and Teleport skill too, though.
Immunities is a broken mechanic and only bad thing about Sunder charms is, well, their existence. They should have just straight up removed Immunities.
Nothing challenging at all about Immunities. People mistake difficulty for tediousness/ restricting places. You don’t even need to go “hybrid” (which people should not if they don’t want to) you just needed a merc + static field.
The sky isn’t quite done falling yet. Reality will start poking through once the patch rolls out/patch notes hit.
Breaking immunites with a charm that demands a sacrifice of a large chunk of your resistance to the same immunity is a good tradeoff. Sure, there are concerns about certain classes being more powerful than others, and hopefully those concerns are addressed with the upcoming patch/notes.
I see the tradeoff of -resistance for breaking immunities being a good thing for those who like to run a single element and hoard a bunch of skiller charms… They just might have to sacrifice a couple of those skiller charms in order to make room for the 11 resistance small charms they’ll need to offset a large part of it.
Sure there’s the Flickering Flame that negates it with resist Fire… But at least most everyone isn’t going to be looking exactly the same running around with a green Shako anymore.
Yeah, and Cain next to the stash in Act 5… Many people want the change, little to no opposition. Still hasn’t come… It must be way too difficult of a change. 32bit code and all, amirite?
So you haven’t thought over how the magic resist charm for paladins is basically a win win, because there’s almost no considerable or bursty magic damage in the game?
You haven’t thought over how poison is so inconsequential now, that reducing your poison resist is still basically inconsequential?
The 3 primary’s maybe a concern especially in hardcore, but the fundamental idea is that sorcs that would typically run say an oculus now just run a wiz spike and it more than pays for itself to be able to farm countless champion pack mobs that would have otherwise been immune.
Its current model doesn’t work. It’s too strong in some areas, not punishing at all in others where its supposed to be, where it is possibly consequential the consequence is easily offset, and it provides single handed the largest gear farming benefit in the history of the game. I’m all for shaking up the meta, but lets not crack the foundation too.
terro zones make sense… and while removing immunties in same way makes sense… they way the choose to do it is ludicrous.
the issue isnt we are against removing immunties,
its that we are against making it so casters can have zero immunes and have monster also have ZERO RESISTS
giving a monster 95% resist is a lot different that allow that 95% resist to be affected at full power by cold mastery and conviction and lower resist
95% resist is 1/20th damage thats reasonable…
what they are doing is completely ignoring all the values for every single immune mob and allowing everything to work at full.
at the same time melee which is already much slower and weaker and needs AR and to be closer don’t have any way to effectively lower resistances…
having a merc hopefully attack the right monster and then hopefully have enough attack rating to hit and then hopefully get the minuscule proc change
meanwhile cold sorc just puts some points into cold mastery and every other element just runs infinity as well for a screen wide no immunity at 10% or less resistance
oh then the - resists downsides to your character?
fire sorc already uses flickering flame so the resist mean nothing
and every element can use charms to get this back.
except of course melee and magic,
physical resist is one of the hardest stats in the game to get… and magic resist is literally only found on a single caster item and im sure the devs making this change haven’t even heard of.
its a terrible idea throw out by someone with no idea how the game works.
you want to remove immunties… fine…
I’M ALL FOR THAT. removing immunites isn’t the issue
the issues is making those “removed immunizes” ZERO OR NEGATIVE for all casters
and still 95% for all melee characters
because the current devs have no idea how this game works
oh man is this ever titled wrong, there is NO logic behind these changes, some people complained, and some other people THAT HAVE NO IDEA WHAT THEY ARE DOING, gave us these changes, yes they are sort of good ideas, but they are being implemented completely wrong. this is actually insane.
Funny how everyone wanted to keep the game requiring multiplayer everytime p8 was brought up
Now we have terror zones that are not p8 content but people are happy
Now we have sunder charms that are obviously not p8 content but people are happy again
But like I said worst thing about Sunder charms is their existence - they should have just straight up removed Immunities making Monsters have high Resistance for that element, and maybe re-work some things like Infinity.
TZ is a bad way to change the 99 grind. The least amount of effort to make a change to that type of play.
Then the devs make up some classes for noobs to test it on PTR. Then all of a sudden a bunch of 20 year vets who are still playing like noobs get salty that an almost end game build is good. So now we have these charms to “balance out the classes” but that also had ZERO logic going into it. The charms aren’t well thought out, steve came up with the idea on his lunch break, steve is the office gofer and has never played a video game in his life.
Solutions
Make infinity break all immunities
Or
Make a weapon for every immunity type as the new runewords.
Spread out immunities more evenly
You can keep TZ even though they’re lame, but instead they could have made some new tricky content that was really hard and needed 8 players to get killer XP OR revert the XP depreciation which isn’t cool regardless. They also could have just made a new difficulty past hell.
There were plenty of logical options, they went with two of the dumbest ideas possible.
Dumb solutions. Even the Charms are better and I am not the biggest fan of.
Best ideal solution is just get rid of Immunities, then they can tweak items/ skills as they like such as Infinity. Gate-keeping the game behind an item that require you to no-life grind for it is bad design.
I’m fine with changing immunities so that all end game builds can farm the entire map if they get an infinity type weapon, AND negative res gear to do so. If you want to be universally good, then you need to be top tier IMO. Otherwise there is nothing to grind for.
Obviously some classes need to face some more challenged.
Fire sorc is not efficient. They’re certainly better with the charm for sure because they face the most immunes, but the build isn’t good. Hydra or meteor and fireball are all bad abilities in crowd clearing situations. They’re just slower than the other classes.
Traps will not be helped with the charms, they actually gain no value.
Lmfao TZ are cool? Same content that has been in the game for forever just increased lvls. See this is how you know your opinion is trash.
The charms aren’t better. Also, chances are if you struggle to farm an infinity, you’d probably struggle to farm the charm lmfao.
There is no huge grind, if you struggle to get an infinity or enigma, it is because you’re not good at the game. The fact that you think it is no-life means that you don’t understand anything about the game.
Read his wording. Didn’t call it a bug. They might make a change for that to apply, but that has always been the case with traps. Still even if they have access to the charm, again those abilities are weak when compared to java/light because of the way they operate.
Same content that has been in the game is why they suck in your opinion? By that logic everything new is bad anyways, Uber Tristram has always been in the game too no?
Of course doing 10000 Baal runs, Dia runs, and Nih runs is very original and fun too!
Imagine making that assumption while not even knowing the drop rates of them.
So you think it takes skill to go on robotic mindless boring grind non-lifing the game? I didn’t know skills change drop rates of high Runes though, thanks for letting me know!
The brain of some people…
Yeah dude, I am sorry Diablo II with its simplicity is a complex matter to you. But, people do understand it.
His words are very clear.
The point is, they are more efficient now, so is fire sorceress. No one said they would be the best, no one cares about balancing because Diablo II (and this genre) was never and will never be balanced. We care about fun. Diablo II is a video game, not a job. Video games are for fun.
Uber tristan, has 3 really tough mobs, that spawn minions around them. The TZ are simply higher level, not harder. They only offer more XP/higher drop class.
And I do agree that 10,000 baal or w/e runs was bad. But they could have come up with something much better/cooler than simply changing existing areas that nobody farmed due to low density in the first place.
I’m not making an assumption about their drop rates. They could drop as often as tarnhelms and I still think you’d struggle to get one because they’re TZ only, and you probably stuggle to farm tarnhelms in the fist place.
If you attempt to farm den of evil in nightmare looking for HR’s on players 1, chances are you’re going to have a very hard time finding HRs. It isn’t just about grinding it is about knowing how to best improve your chances and if you don’t do that, then you made that choice.
You’re right the game is fun, but again, i’ll reply, if you pop into a CSGO match and only use meme weapons 24/7, never bother to improve any skill what so ever, you can’t get salty you don’t hit Global Elite (aka find HRs, finish end game builts etc).
This game overall is very easy. Read a few posts and figure out how to improve your build/farming and you can get anything in the game. Make some trades when luck doesn’t go your way with the exact item you need etc etc. But the mentality that everything should be given to you and super easy, and you never need to learn anything in a game like this is trash. If you want to be end game top teir and have the same maximum potential as every other user given to you for free, they have games like that. Go play those.
I care about balancing. A lot of us do. A whole bunch in fact. Don’t assume otherwise.
“video games are for fun” - People play games for all sorts of reasons, and also “have fun” in different ways.