Hope these come to standard after the season
This is the thing i was hoping would be another addition along with Terror zones. Thanks blizzard, you just keep surprising me with more features when i suspect there isn't more on the plate! I hope we do get some builds away from that Infinity because that thing still minuses alot of resistance with the - Light res + conviction. If anything at least itll be permanently mercified again.
Could they just add a "floor" beyond which it is impossible to lower a monster's resistance (i.e. monsters can't have negative resistance)? That would seem to take care of some of the more degenerate things this change could lead to.
the builds that ran infinity will continue to run infinity. it will be a massive dps increase.if anything, the cold sorc receives the least amount of dps increase out of these. you will be able to kill cold immunes sure, but infinity does nothing because you have cold mastery, while for other elemental builds, infinity is straight up a -85% resistance damage increase, which is massive.so what you end up is cold sorc damage stays the same, while other elemental builds damage goes up.not a bad thing mind you, as cold sorcs kinda ruled the game.
A slightly contradiction in this article:
The screenshot show The Black Cleft reducing fire resistance on player, not magic resistance...
This is not D2 anymore
these charms should also decrease max res by like 20% to be more balanced
Wowhead should really stop having its D2R articles be written by casual players. The takes on this one are partially naive, partially flatout wrong.1) Less impact of infinity runeword - Its exactly the opposite, since now infinity is a flatout -85%res boost to any mob in the game. In terms of previously lets say lightning immune mobs they will drop from ~95res after being broken to 10%, increasing the amount a Lightning Sorc will deal to them by 18 times. Even cold sorceresses will want an infinity in S2, since conviction saves a very decent amount of points in cm if youre shooting for the -100% coldres on any mob in the game. So you can max out blizzard+frozen orb for the highest edps build in the game due to those cooldown changes which happened recently.2) Impvoved build diversity - Nah, good try. At the early start of the season, you'd be a fool to not pick a cold sorc, now more than ever. By the time people will get said charms, but still lack infinity, cold sorces will be !by far! the best class to farm any zones. At that point, Hammerdin (which was NOT the strongest build of S1, those were clearly ES/Nova and Javazon) will be pretty much a dead build even with enigma, since its major advantage was basically having a decently strong output while facing close to zero immunes to deal with. These charms are in fact a HUGE nerf to both Hammerdin and Foh. Even horkbarbs will cease to exist, since any lowbudget sorc will be able to one-shot the whole council with a single blizzard, which greatly outpaces the +75% loot a horkzerker offers. And looking at endgame capabalities, even more than in S1 you will want to lean towards ES/Nova and Javazon, they're still the fastest killing spells in the game, now even against previously immune monsters.3) Charm drawbacks -> Same issues mentioned in build diversity. In early progression, cold charms drawback is far less problematic because cold is the most irrelivant pve resistance. And in the endgame, the Energy shield of ES/Nova completely solves the charm drawback since 95% of your non-poison-damage is dealt to your mana and completely ignores resistances anyways. The fire charm will sort of force you to counteract it or play more defensively, while the poison one doesnt matter since no build in the game will use poison sunder. Necros will most likely go for the fire charm since it at least helps 50% of their CE output. Physical charms drawback is too big, either cut it down to 10% for easier compensation, or increase its effectiveness lowering any physical resis to 0 (which would at least somewhat help with their damage issue). And magic? Who cares about magic charm lul. You wont even use with it hammerdin and Foh, since there are so few magical immunes that you wont even want to sacrifice either a single skiller or 3 cube slots for it.4) Charm effects on minions -> Thats not gonna be a quick fix I assume. If youre using flickering flame and facets on a hydra sorc, youre not going to like this :D Minions do not benefit from -res mods on your character in general. Thats probably why sunder doesnt apply for them, because while the immunity dropping is prioritized, it works in the same layer those -res mods do. So in order to fix it, they'll actually have to work through that whole layer tself. Which may promote further issues, I'm not sure wether you can make a certain effect apply to your party minions without it being applied to party members in general (since in regards of their damage, minions are treat just like group members, thats why theyre affected by stuff like fanatism).So all in all, I'm very concerned about the impact of these charms. They will trade some questionable earlygame accessability (you can probably run terror zones with hydra sorc ones stuff is fixed, which doesnt mean you'll want to performance-wise) at the cost of killing a signifcant amount of builds in the endgame, if they go live that way and the issues remain unfixed. A more complicated but also more wholesome fix to the current issues in D2R wouldve been to work through D2R monster resistances and evenly distribute them over the most favorite zones, followed by some serious buffs to any physical and poison builds the game offers.
Not sure i like these; the immunities are litteraly there to prevent characters making one-trick pony characters, and to encourage more diverse builds in a game that allready doesnt have much of such.But on the other hand, im pretty sure 95% resistance mobs will still be painfully slow to kill, so im not sure they will realy make such a noticiable difference on that field.
Why do % increases not work on pets and traps.... it seems like this was an oversight 20 yrs ago thats just been ignored
RIP hybrid builds.