Removed the possibility for hammers to damage immune Demons and Undead and added a few more places where there are magic immunes, most notably wave 2 at Baals throne (IIRC). It came in the 1.13 patch, a couple of months back.Nerf them in what way, and when?
And that is why some people argued it was overpowered; You couldn't shield yourself from it, and you could kill anything you wanted, except the Wailing Beasts (and if they spawned, you could just skip them), unlike any other builds, where you either had to pay all you had and more to get a chance to remove the resistance (Infinity), or hope that your gear procced the correct curse at the correct time (Lower Resist, Amplify Damage), or rely on weaker attacks to kill sometimes 10+ of these immunes (Mercenary, Berserk)."That" is also not a glitch. They deal damage in the form of the rare "magic" type. Magic resistance is hardly available to players at all, so it makes sense they certainly will hurt players.
Actually, I had written a comment on this, stating it's a glitch (which was what I had heard), but then I decided to take a look through the patch notes and do a small google search. It seems they added what you say in Patch 1.10, so I stand corrected on this matter. They did remove this in 1.13 though.Some enemies have Magic resist/immunity but Hammer ignores resistance on undead and demon mobs.
Which is exactly the monster I mentioned in my hide tags, except without the name, which those I intended the hide tag for wouldn't get anyways.The only enemy with Magic immunity that is neither undead nor demon (i.e. Animal) is the Wailing Beast in Act 3 Hell, which only appears in the underground passages in Kurast, such as when you're getting Lam Esen's Tome.
Well, they certainly know what Ancients are :P On a more serious note, this is pretty much truethund91 said:All people do nowadays is get rushed, I bet they don't know what any of the quests are called. ;_;
And that is why some people argued it was overpowered; You couldn't shield yourself from it...
As long as you have a Beast axe you can solo hell and possibly Uber solo.yeah mate, skeleton army dominates in that game. either that, or using that bone spear set is also a good option
But the thing is, Smiter, Berserker and Boner are not near the same thing a Hammerdin is (PvP wise). Smiter does only small damage, so you can escape it and get your distance. Berserker is a joke in PvP, though I see how it was useful in pre-1.13 LoD (When IM was in Sanctuary, it got ditched too). A smiter relies on Crushing Blow and Open Wounds in PvE, not real damage. In PvE, a Boner does shit alone, it needs Corpse Explosion (which then isn't magic damage anymore). With equipment that is optimised for damage, it barely cracks 10k-11k damage, and then he is sacrificing mobility and survivability. If you got a Hammerdin and a Boner with the same equipment, the Hammerdin got much much more damage (4-5k or more, with this changing the better equipment you got). Their damage and PvE Killspeed is simply just too different to be compared, Hammerdin is 3-4 times faster to kill and play with (or was, haven't tested as of now).Are Boners overpowered? They also deal Magic damage, as do Berserkers. Are physical attacks, especially ones which can't be blocked (i.e. Smite), overpowered?
I don't think so, and it doesn't :P Though most of the whining came from PvE people (Which might have not come clearly out from my earlier post, which is my bad), you should have seen the suggestion most people had when Blizzard asked for opinions to patch 1.13: 40% was to remove teleport from Enigma, 40% was to nerf Hammerdins somehow, the rest were other types of suggestions. (This is over-the-top, but it illustrates the point).*shrug* Is this game even really supposed to have wonderful PvP balance?
damage comparisons blagh blagh
The point in the end is: Hammerdins could do most damage easiest, you couldn't shield yourself from it properly in PvP, and in PvE magic is one of the best types, and even though you could use a Berserker and Boner, a Hammerdin was the fastest and safest.
...the suggestion most people had when Blizzard asked for opinions to patch 1.13: 40% was to remove teleport from Enigma...
My recommendation is that you continue building on your Zealer while doing Diablo, Trav, and other Unique Monster hunts. Eventually you will pop a few decent items that are usable or tradable. Rinse and repeat.
Minimum setup for a decent H-Din is Hoto, Nigma, HoZ, Shako, 2xSoJ, Mara, Anni, P-Torch, and a CTA+Spirit on switch. iirc, that is about 10-13k Hammers which is 'enough'
You won't be annihilating mobs in 8 players games
I always have trouble with the prices of items in this game when trading. At the moment, I'm thinking of making an Enigma for my hammerdin (I have a regular 3 socket Dusk Shroud but I might keep playing to find something better... hopefully an Archon Plate), so how much would a Jah rune be worth in USWest ladder?