i should have said this, i mean something not boring
Immunities are not issue really in 2.4 with improved mercs and changes in area85 zones and skills.
No because they exist for a reason, so you have to be multi talented and for encouraging group play.
No, now stop making threads about gutting a core feature of the game it has had for over two decades.
This is what you will see here in retaliation to your suggestion.
-
People will make assumptions about you and/or your play style to make a snide remark with no basis in fact that doesn’t actually address your comment.
-
People will tell you this game isn’t difficult while at the same time claim immunities make the game more difficult.
The bottom line is this. Immunities are part of a problem with how this game ended up after years of bad patches to increase difficulty due to shortcomings in programming skills.
Diablo 2 is a game about killing mobs to get loot. What we have now is a game about getting a single item that allows you to avoid playing the game so you can farm choice named mobs.
All of the things that need to be fixed are the things that all the purists hate… like a 10 second reuse timer on teleport, increased drop rates with regular mobs and the removal of immunities. This would push people to actually play rather than teleport past everything because it just isn’t worth the time needed to kill them.
I watched the game change to what it has become. It wasn’t always like it is now despite what the purists claim.
exactly, you can play how you want.
you can play a focused build that has issues with immunities but destroys non-immune monsters
or you can play a versatile build that is overall slower but can kill more monsters
it is a good choice where you have to compromise.
If there are no immunities, there is no reason to make a versatile build
I don’t see any issues with immunities at all. Immunities are an important aspect what makes the difficulty levels in D2 different and interesting. You have to find a way around it and there are plenty of ways how to do so in the game already. Dual specs, your merc, wands with lower res charges, conviction aura via infinity or some paladin mate, decrepify or amplify dmg procs on certain weapons/runewords to counter physical immunities, …
If you want Diablo sans immunities, try D2 patch 1.03.
I disagree with the idea of no immunes in d2, i think that’s one of the only things that keep the game balanced, and btw, if there were no immunes sorcs would be WAY more broken than they are now, because haha everything takes 100% of the damage i’m dealing. If you think hammerdins are broken now, nova, blizzard, hydra, and sorc build would shatter the meta and break the game
But yeah would be cool to see a PTR no immunes thing
Edit: Removed first line, no need to flame…
All my different characters deal with immunities just fine (Except one)
That includes Barb, Paladins, Sorcs, Necros and Amazon.
Only suggest that nerfing is not the answer - possible more tools for some builds to deal with it.
Immunities is a trademark of this game!
If you remove immunes there’s nothing that makes the difficulties feel different. More HP and more damage done is pseudo difficulty in games like this, since you can cheese or lock enemies anyway, so they’ll never hit you.
Theres only so much options in this game (which doesnt have that much gameplay depth if we’re perfectly honest) to make it more difficult without adding pseudo difficulty.
Just create an easier runeword that has teleport or teleport charges and leave immunities as is.
how about capping trash mob resistances at 99? That way conviction and lower resist aren’t the only options for breaking/reducing resist.
This is BS. There are only 7 mobs for which lightning immunity isn’t broken by Infinity in the game whereas Cold has over 40 monster types… There is a reason why end game is ruled by Lightning sorcs and Hammerdins…
I tried removing immunities in single player and it doesn’t work without also redesigning cold mastery and conviction. With no immunities Infinity and Cold mastery absolutely wrecks the balance making cold sorc the ultimate character even infinity becomes kinda useless.
So instead of just removing immunities i normalized cold and fire resistances to be in line with lightning resistance so it would be possible to break fire and cold immunities with infinity and it worked much better for the experience. All 3 sorc specs are now able to farm everything for a price of infinity which was the intended design i guess. Cold mastery would still probably require a slight nerf but overall all 3 specs feels equal.
Also immunity normalization will help elemental druid and other elemental specs which is definitely a good thing but i yet to test it since i’m still looking for jah to make enigma and play something else
These 2 already do the exact same thing to every other immunity type in the game as is…
If the monster isn’t fire immune, Infinity doubles fire damage taken
If the monster isn’t lightning immune, Infinity doubles lightning damage taken
if the monster isn’t cold immune, Infinity or cold immunity doubles cold damage taken
Cold skills don’t do as much damage to being with due to cold immunity. Level 40 meteor is 30K fire damage whereas level 40 Blizzard is 7K cold damage. Lightening and Fire benefit greater from - resist gear and cold benefits greatly from + cold damage gear as a result.
What is BS?
I almost never played a lightning sorc, and as for hammerdin he is one of my less played characters too. Somehow I find a way to keep enjoying and having fun and only want to play more.
Somehow despite 40 cold immune monsters, blizzard sorc is still very popular and powerful (and probably more popular than lightning sorc and hammerdin)
what are you even comparing here? Damage of 1 meteor vs damage of 1 blizzard shard? a monster that is moving will take damage from multiple blizzard shards.
And obviously cold mastery lets you deal way more damage to monsters with positive cold resist (which are plentiful, for example venom lords have 50, doom knights have 25). Blizzard is absolutely the second biggest AoE damage spell after lightning fury.
But I don’t even understand what are we arguing about here. Different specs have different advantages. Some are overall better than others, but others are better in specific cases. And it is great, it creates reasons to make choices, other than flavour.
Not “no immunes” but maybe LR and convic be able to break everything, except PI
Foh has somewhat immunities as well
Try doing cows with it and see
Hammer is another story though
I mean its like playing a wind druid (cold damage+physical damage) almost as good to use as a hammerdin.
They want you to diversify your character not just mow it all down. Obviously some builds are better at that concept then others. The game should add more magic immune to bring pallys down a notch (like before enigmas were in the game).
If you want a more direct comparison, use Fireball and Glacial Spike as comparison…
lvl 40 Fireball is 15k dmg vs lvl 40 glacial spike being 2.2K
The point was that cold damage is amplified through different means compared to fire and lightning.
As for you never played a lightning sorc, I suppose we should just disregard the S class metas because you haven’t played em. It’s not like the meta revolves around killing the most mobs as efficiently as possible…
Every S Tier build has virtually ZERO issues with immunities as each either go lightning and get Infinity to circumvent resistances or roll Hammerdin/FOH. We also have the summoner necro that amps the entire room and then CEs to oblivion.
S tier builds are “overall better than other” is a laughable statement… As if anything is “better in specific cases” outside of smiter…
Ergo, this statement is BS.