Have -726128716% reduce X resistence aren't skill play, is just GEAR.I believe that dealing with immunities should stimulate more skillful play, but not just routine complication of the game.
This can be usefull, but this will balance ONLY sorcerer, sorcerer is not the only who have problems with immunities, we need balance ALL classes, 6 classes and every character can be changed to be much more balanced.I suggest the following options:
1. Do not touch monsters immunities/resistances. Remove completely cooldown from Elemental Drain, but as a drawback during its effect add heavy Manaburn to all monsters’ attacks. At least this will stimulate Sorcs to play carefully and avoid unnecessary damage at any cost.
No, so every character will broke immunities, so imunities will be nothing, just use a spell and break. Elemental Drain is a skill with sinergy with Sorcerer, not a general spell.2. Do not touch monsters immunities/resistances. Move Elemental Drain from Skills into Page 5 Spells, so they will cost mana and some amount of heath simultaneously. So Sorcs will have a chance to break some % of resistances but at the cost of extra risk.
Is a interesting option, but will have big issues, like inventories spaces and much coding for a little thing who can be made more easy.3. Do not touch monsters immunities/resistances. Very interesting option might be introduction of some “extra financial cost” for redusing resistances. It can be something like Soulshots /Spiritshots in Lineage II. They should be kept in the inventory and will be consumed at every spell casting and they will add removal of some % of monsters’ resistances. And they will be dropped on death together with the gold. This will again stimulate careful play.
NOT, please, Charms are the worst item who Blizzard created, because this was created in D2 and not in D3, bad, make the inventory full easily.4. Do not touch monsters immunities/resistances. Introduce one separate class of unique items (e.g. charms) which supposed to be in the inventory and it will remove some % of monsters resistances. But spells will start to cost money (e.g. 100 gold per every cast). So Sorcs shall always carry some gold in the inventory to fuel the effect.
Another interesting, and another a lot of coding for not make a more easy way.5. Do not touch monsters immunities/resistances. Introduce very unique jewels of different types which will add extra “-% monster resistances” when socketed it into staffs (crafting procedure).
This is a good thing.6. Make monsters’ resistances’ cap 100%. If 100% - it’s immune. If less – possible to damage. Very simple and fair.
I am not flamming, but this is a mod coded for ONE man, so we need make the more good and easy to make the game more balanced. So after this, after make every thing need to balance and make quests and upgrade some systems, so he can make new and hard things.[/quote]