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Personally, I still think they're kind of a dumb solution to an entirely homemade problem and they create a whole new problem at the same time: performance gaps got even bigger. Soooo much bigger...
Using it on ladder, with a spec that truly does make full use of it felt..weird. On the one hand, the fact that it opens up entire builds and far, far more area variability is awesome. On the other hand, it kinda just felt 'too strong' to blow up everything as quickly as you normally do non-immunes. Though for the latter issue, I dare say immunities have never been a good solution but that instead, the game difficulty overall should be adjusted to match (make Terror zones actually terrifying perhaps?..).
What really got me was being done with my ladder goals though and going back to non-ladder. Moving back from sunders to "skip this, skip that, don't even bother with that Terror zone for that build" simply because every other mob/pack is immune again...suddenly, what was normal before is now genuinely painful. The difference between my NL sorc (or any NL char for that matter) and my L sorc is absolutely insane with L feeling stronger by a factor of like 10, despite the NL being far better geared, with a theoretically superior spec and far more tailored towards what she should be doing buuuut...she gets slowed down by immunes. It really is ridiculous just how massive that performance gap really is, simply because of one bloody charm/mechanic.
Now..for the sorc, that isn't too much of a problem because come S3, she'll get her sunder from ladder moved down and go back to being far, far superior to the L one as she should be. But for builds that don't have that luxury...a Bone necro for whom a sunder won't change jack...a trapsin for whom sunders apparently still simply don't work (though I've heard conflicting reports about that recently...haven't tested myself on live)...that gap is here to stay. And that gap is utterly ridiculous.
Personally, at the end of the day, I still feel sunders are a dumbass idea to fix a problem that they actively introduced themselves ages ago and it does so in a way too biased approach, widening gaps between builds now more than ever before. Just get rid of the damn things again, remove immunities (or balance them out, either way) and make things significantly harder overall. Done.
Or at the very least make magic and phys sunders drop things down to far less than 95% to shrink that gap again. Alternatively introduce phys and magic facets and make Conviction/lower res work on magic. Though sunders dropping magic immunes to say 50% would be a far better approach, seeing how -res for magic would make hammers even stronger than they used to be and necros even stronger in pvp, neither of which is necessary or desirable. Lowering the sunder target res for them however allows for closing the gap again on immunes (which should've been the point) while not adding more performance anywhere else, meaning they won't pull ahead any further.
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