​Better concept than sundering charms

I become questioning if all of us withinside the network has a few different thoughts for handling immunes. I become questioning smt higher than the ones sundering charms. For example, specific jewels like rainbow aspects that converts 1-5percent of your phy/elem/magic dmg to different phy/magic dmg. Examples: 'Asheara's divider' Unique jewel -Converts 4% hearthplace ability harm to bodily harm 'Berserker's divider' Unique jewel -converts 10% bodily harm to magic harm (10?purpose of balansing ie caster aoe advantage) Change crafting.


Make crafting to be had on all weapon and armor sorts and permit a comparable impact to this to roll as a modifier with a selection among 1% and 5?pending at the type.


Diamond for magic


Sapphire for bloodless


Ruby for hearthplace


Topaz for lightning


Emerald for poison


Skull for bodily


Make crafting cease-sport worthy.


Anyone and absolutely each person might be all crafted up with best Gems.


Crafting is cease sport worthy, you simply want to craft 100+ gadgets to get something true. Just such as you want to do 100+ runs to discover something true. Some of the high-satisfactory and maximum high-priced tools is crafted tools.

I simply do not assume there may be something incorrect with the sunder charms, best with the sorc bloodless mastery ability+sunder charms.


I do not get how human beings what the sport to be outstanding smooth. It's intended to be tough in hell, you're intended to now no longer be capable of kill everything. I would like in the event that they brought greater magic immune, nerf the hammerdin. I might additionally love in the event that they stepped forward 90% of uniques and get cheap d2r ladder items for sale on p2pah shop. If they brought the 1-5% modifier on cease sport tough to discover uniques which are vain due to rune words, that could be outstanding.