Yeah, immunity is a bit of a tricky subject. It's gonna be hard for the devs to please all players (or perhaps even just a small majority of players!). I don't have an issue with immunities and honestly my ideal preference is for it to be impossible to break immunities in any way--but that ain't happening. IMO, whether playing solo or in a group, you can build your character/party to be able to handle immunities well enough. But we all know how the game actually works, and many players, even those that don't complain about the concept of immunities, still like to find ways to break immunities to optimize their builds as much as possible. This ends up placing a high level of importance on certain items (looking at you, 'Infinity'
) and I think it limits the amount of creativity that people will put into character builds. I'd like to think that using a Sunder GC instead to break a specific monster immunity could maybe leave more room for different skill and gear choices. More flexibility and variety is a good thing. I also like that you don't need to farm high runes or certain rare unique items--just beat the game and then farm in Terror Zones until you find the Sunder GC that you need. And the trade-off they introduce is at least somewhat interesting, though I doubt it's very difficult to account for the resistance penalty you get when equipping one. I dunno, maybe someday I'll get a chance to actually try TZs and Sunder GCs, and perhaps I will end up not liking the whole concept. But, on paper, I think it could be OK. Not my first choice with regards to how to handle immunities, but I think I like it better than what's being going on before they were introduced.