D2R 2.5 New Items and Changes - Changes Coming to Diablo 2 Resurrected 2.5 Ladder

The biggest changes coming to Diablo 2 Resurrected 2.5 Patch are probably going to the introduction of Terror Zones and Sunder Charms, you’ll have a set of new items to get and high-level areas to farm. How do they impact on the game? Let’s take a look at the D2R 2.5 changes with new items and areas. 


D2R 2.5 New Items and Changes - Changes Coming to Diablo 2 Resurrected 2.5 Ladder Season 2

The new D2R items sunder charms are also drops from Terror Zones in D2R 2.5 patch, below are the advantages and disadvantages of both terror zones and sunders.  

Terror Zones

The addition of Terror Zones in D2R 2.5 changes the 99 leveling meta, this is pretty substantial, Diablo 2 has been out for ages, and players are farming the same areas over and over again. So it’s nice to have more options available for not only the top meta builds but also different areas that have different resists. Some other builds potentially have a few other areas to go. In addition, players have a chance to visit new high-level areas, in the update of Diablo 2 Resurrected 2.5 PTR, they added The Pit, which is probably going to be a popular one, and the City of the Dammed, which is also a good one. We have more incentive to go to weird areas and more farming methods, this is the beneficial aspect of this change to the 2.5 patch.  


When it comes to the drawbacks of terror zones, firstly, there is no change to initial mob density, maybe that’s something we can see in the future, alongside the change to mob density, these areas should be more challenging. With the addition of these new grand charms to the game, the terror zones are going to be cleared even faster by more builds. And there is no addition to visual indicators as well, for new players that are joining a game or if they just happen to walk into one of these areas, there's nothing that pops out, there is no change in intensity, atmosphere, or anything, it is kind of boring to clear these areas. 

Latest List of Terror Zones:

Blood Moor and Den of Evil

Cold Plains and The Cave

Burial Grounds, The Crypt, and the Mausoleum

Dark Wood

The Forgotten Tower

Jail

Cathedral and Catacombs

The Pit

Tristram

Moo Moo Farm

Sewers

Rocky Waste and Stony Tomb

Dry Hills and Halls of the Dead

Far Oasis

Lost City, Valley of Snakes, and Claw Viper Temple

Arcane Sanctuary

Tal Rasha's Tombs

Spider Forest and Spider Cavern

Flayer Jungle and Flayer Dungeon

Kurast Bazaar, Ruined Temple, and Disused Fane

Kurast Sewers

Travincal

Durance of Hate

Outer Steppes and Plains of Despair

River of Flame / City of the Dammed

Chaos Sanctuary

Bloody Foothills

Frigid Highlands

Glacial Trail

Crystalline Passage and Frozen River

Arreat Plateau

Nihlathak's Temple, Halls of Anguish, Halls of Pain, and Halls of Vaught

Ancient's Way and Icy Cellar

Worldstone Keep, Throne of Destruction, and Worldstone Chamber


Sunder Charms

Another big thing is that Blizzard is going to add six new Sunder grand charms to Patch 2.5 of Diablo 2 Resurrected, this change brings lots of benefits to the game. The first is some off-meta builds are going to be amazing in the game, and it encourages a higher build diversity, also reduces the reliance on the Infinity and Lower Resist, because there's only a very limited pool of ways we can actually cut down the immunities and the resistances of certain mobs so that severely limits the builds if we run a charm as a method to break immunities, so you're probably pretty much everything has an Infinity because elemental has the most variety in terms of mixing and matching different off-meta builds, usually elemental builds have to have the D2 runeword Infinity, but having these charms, it allows us to kind of go for possible others. The other thing is that it could be potentially good to trade in the economy. 


However, the rarity of these sunder charms is not clear now, they only drop in terror zones and drop from elites and champions, so it’s even more limited. One of the cons is that it’s not currently working for summons, traps, and hydras, on a Trapsin, if you have a Griffon's with plus lightning damage, it does not actually correlate to your traps because they are their own entity and the damage is not added to them, there is a lot less incentive to go for a trapsin or hydra, that's not good for those builds, these charms widens the gap between physical and elemental builds, so elemental builds are performing quite consistently higher than physical builds. As for the charms themselves, the physical damage increased by 25, which is a bit much, for the magic charm, this does need to be adjusted a bit, there is a very small pool of builds that can actually utilize magic damage as their primary source. You've got the immunity is broken from the cold sunder charm and then with cold mastery maxed out at 20 skills with your plus skills, so you don't really need Infinity, but even if you had that, you're gonna be destroying anything so cold sorceress could be way back to the top of the meta. 

List of Sunder Grand Charms

The Bone Break

The Black Cleft

The Crack of the Heavens

The Cold Rupture

The Flame Rift

The Rotting Fissure


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