Updated 2.5 patch notes, Sunder charms nerfed

Then you missed entirely the meaning of sunder charm. It’s not a tool to make you kill things faster. And game is already easy enough.

someone said the qlvl of the sunder charms 69 now. from 75 to 69.

The wording certainly implies that only the skills Conviction and Lower Resist curse get the nerf. Meaning that Amplify Damage, Decrepify and any other sources of lowering resistances will still have the full effect.

I’d be pretty disappointed in the communication skills of whoever wrote the patch notes otherwise.

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That is correct, you can see in the text file changes listed here by Warren:
https://pastebin.com/raw/c38F4xQx

[uniqueitems] Modified Row 403 (Cold Rupture)
lvl:‘75’->‘69’
min2:‘-75’->‘-90’
max2:‘-75’->‘-70’

that means a cold sor gets a cold sunder in NM difficulty ,then chears up all scenes. :rofl:

Indeed which is why I hope they also penalize Cold Mastery when the ladder patch goes live but we shall see, I’m not getting my hopes up.

Regarding sunders dropping in NM apparently very few monsters have the TCs necessary to drop them in NM so it probably won’t make much of a difference.

you can pass the NM difficulty, then get it in NM TZ.

Someone said it in another thread, sundercharms have a special seperated TC and only can drop in hell even tho they lvl69

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Generous seeing as how even when they tried to tell wereform players how they worked and still didn’t understand that they were outright nerfing them before finalllllyyyy upping ias cap limits. (general handwavy way to say they eventually got it where they wanted it).

that way its much better

Strictly from the “build diversity” perspective and context, I’m personally not against immune monsters (in theory and principle). It’s an interesting mechanic. Synergies is a thing that should have never happened IMHO, but that’s another discussion for another thread. My issue with the immune mechanic has always been the completely unnecessary level of complexity and complication as far as the implementation. Specifically, the whole “hidden math” that nobody would know about if it weren’t for data mining. This immune is usually 1XX% resistant, that immune is 1YY% resistant, this other immune is in range 1ZZ%-1AA% resistant. To me, it’s just always smacked of bad game design to implement something like that, with fundamental mechanics variables that it’s paramount to know, being hidden and not immediately accessible within the game itself.

Of course you have the same sort of thing with the melee physical damage calculation formula, but the pragmatic impact is on a completely different scale. Not knowing the difference between putting a 15% increased damage jewel in your weapon and putting it in your helm certainly has an impact, but even if you didn’t min/max effectively, you’re at least still getting some noticeable increase in DPS. It’s not the end of the world, it’s just not the most efficient use possible. But when it comes to immunities, not knowing the hidden maths isn’t about the potential to just not do as much damage as you could, it means possibly not doing ANY damage at all. The implications of that, in my opinion, have impacts that are orders of magnitude more concerning. That immunities were introduced as they were, with the backend mechanics they have, is a glaring faux pas in the history of the game.

At some point, they need to bite the bullet and stop trying to put endless complicated bandages over previous complicated bandages to address a complicated wound. Ditch all the 100+% resistance variation. No more Cold Immune is usually this amount, but Lightning Immune is usually this other amount. Keep it simple and just cap all immunities at 100%, then adjust every skill in the game to be roughly comparable to each other. And then, and this is the key part, actually backup that stated drive for build diversity by putting in more than 2 or 3 options for breaking immunities. Give every merc an option to carry/wear something that does it. Give every player an option to carry/wear something that does it AND have those things actually be, you know, in line with what that character is. Necros had necro heads added just for them, sorcs had sorc orbs added just for them, etc etc… so why are there so many builds that have a player being forced to use something that disregards their class gear in favor of something that doesn’t fit their class but is necessary for their class to function?

I’ve said it before and I’ll say it again… as-is, every decision that a player makes towards their end game build revolves around one mechanic; immunities. That one mechanic out of several dozen has become the one central focal point. You’re either figuring out how to break that immunity, or how to efficiently avoid creatures that have it. Yes, I know that once you have your Enigma you just teleport to whatever thing you’ve got on farm, but that’s not the game for a lot of people. A lot of people enjoy playing through the content as a whole, repeatedly, doing full clears and going in all the nooks and crannies. There’s nothing satisfying about busting through 90 or 99 levels and having stupidly godly gear… but also still having to avoid whole areas or monster types. That’s just an unfulfilling psychological impact.

I’m not saying make it “easy.” I’m not saying that breaking immunities should be a “gimme.” I’m just saying that if the devs actually want to promote build diversity, they have to give us viable diverse tools to build diversely with. Give us easily understandable mechanics that use numbers we have access to without having to sift through numerous third-party websites. Clean up and scrap all this 135% immunity, 1/5th effectiveness, this works like this except when it doesn’t and when it doesn’t is a surprise stuff. And for the love of Kermit’s green neck triangles… if Cold Mastery is supposed to have the same effective end result as Fire Mastery and Lightning Mastery, just achieved in reverse, change it to adding cold damage percentage and skip the rigmarole of reducing enemy cold resistance. It’s absolutely dumbfounding just how much trouble, confusion, and complication that one skill has caused over the years for no reason.

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i kinda lost here, so if the sunder charm active, infinity only effective at 25% from default?
if no sunder charm, infinity works 100%? ( like default )

When an enemy is Sundered, the effects of Conviction + Lower Resist work at 20% Efficiency. Namely they have the same effect as if breaking an immunity. This is done so as to keep Resistance relatively high and requires that you achieve -Resistance via gear as opposed to auras/curses.

The Elephant in the room right now is Cold Mastery and/or why Amplify Damage/Decrepify were not included in the nerf for Physical. Many feel CM should get the 1/5th treatment(I being one of them) while the Physical component probably won’t ever be utilized given the malus and how easy it is to bypass PI.

I am shocked that nobody talks about changes in drops, sunder charm change is nothing compared to that :sweat_smile:

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I guess the hate for the “nerf” overweights xD
And I don’t know what to say to changes like that anymore tbh. I feel like we will be badly surprised by the odds of getting a charm.
So with all these changes im super curious how ladder will perform, the 99 race and also about the wealth among people. And first and foremost how will it effect the longevity that d2 is famous and loved for.

Does anyone think with TZ the race to 99 will be more fair and not just about the people that raced to 99 in season 1?

Its not odds of getting charm,massive change is to treasure classes of special and boss monsters.

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I think the 1/5 penalty change is good. I don’t think that the ultra buffed drop rates are good.

From people that don’t care about the game and don’t understand mechanics of the game and that all the “build diversity” still exists. And from people that just wanted to play the same OP builds but with more easy mode attached.

Everyone will have the charms like they have gheeds.

Nothing will change with the race. Only people that have big teams and are dedicating to be #1 will get the top spots. Most people that complain about the ladder race being unfair aren’t even willing to take time off their jobs to compete for 1 week.
TZs won’t help solo fighters. You still need a team to feed you p8 games that you can solo clear.

Guess casuals win again no? I mean when a game is on console, this was bound to happen. Like we need even more incentive to MF by ourselves… so much for group play rolls eyes

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There is reason.

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Look the point is that before the Nerf Lighting and Fire could reach Cold Sorc levels of - rez with great gear. This made them viable even thought Cold Sorc could do it with no gear. Now it would be stupid to play anything other then Cold. Revert or fix cold mastery.