Diablo 2 was originally meant to be a team game, where a party of characters had different abilities, which when combined, would allow team to defeat enemies as a team. As you progress through the game, you can gain access to more powerful gear which allows you to play more independently. Whats more, there’s a certain kudos to be had by owning some of these items that makes a player feel they have something special that other people desire, which is fun.
I think Sunder Charms are too simplistic, likely to be too obtainable and could undermine teamplay or even the need for some of the more expensive items that people spend their time searching for.
Presently, players have to think about which items to combine in order to create a successful and balanced character. I fear that ‘creativity’ will be lost, if you can just ‘slap’ a charm in your inventory that instantly removes a selected monster immunity, just for a penalty of -75% to player resistances. This penalty can easily be negated even with some of the games most basic items. At least restrict the amount that a character can carry to just one, much like the Hellfire Torch or Annilus as Fejdlysten suggested.
At this very moment, I’m working on a character which could equip two of these charms on and still have maximum and boosted resistances in hell. This build is already strong and with just one of these charms, I think it would too powerful and not satisfying to play.
A lot of people dont like playing certain builds because they feel there’s not enough challenge to be had by playing them, I fear these charms have the potential of making every character that way. To me this is neither exciting or welcome, it could potentially kill a game that has entertained for over twenty years. There’s only so much a developer can do to try and make a game more accessible to a wider audience, without diluting whatever makes it fun in the first place.