About Damage Types (For Grim Dawn 2 Only)

I would like to rename Physical damage from GD1 into Impact damage at GD2
Then, rename Internal Trauma from GD1 into Concussion damage at GD2
And then, create a new Physical damage at GD2 that includes Impact, Piercing, Concussion and Bleed into one supertype of damage
And finally, create a new Necrotic damage at GD2 that includes Acid, Vitality, Poison and Vitality Decay into one supertype of damage

As you can see, Physical damage at GD2 would be a supertype of damage like Elemental damage is at both GD1 and GD2, and same can be said for Necrotic damage at GD 2
Note that both Aether and Chaos damage are considered out of all supertypes of damage because they still doesn’t have an associated DoT to them (Impact damage has Concussion DoT)

What do you think of these thoughts for Grim Dawn 2?

I don’t believe this is remotely true. It may ‘feel’ more powerful in the idea that you’re using three types of damage combined, but tri-ele builds aren’t exactly top tier.

In the term of supertype i didn`t mean more or less powerful but rather only a way to group different damage types.

The Physical Damage at GD2 would have Impact Damage, Internal Trauma DoT, Piercing Damage and Bleed DoT in same group and the Necrotic Damage at GD2 would have Acid Damage, Poison DoT, Vitality Damage and Vitality Decay DoT in its own group, much like the Elemental Damage already has Fire Damage, Burn DoT, Cold Damage, Frostbite DoT, Lightning Damage and Electrocute Damage in the same group

The still out of any group damage types are Aether Damage and Chaos Damage, as both types haven`t their equivalent DoT type defined.

Any more thoughts to share?

Thanks for attention…

Awful ideas. The variety of damage types is Grim Dawn’s strength.

Well, Zan has said before that if/when they get around to making GD2 they’ll probably cut down on the number of damage types.

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I don’t think reducing damage types is necessarily bad, but I do think OP’s suggestion is too radical.

In my opinion, a nice trimming of damage types could be achieved like this: remove Internal Trauma completely (I think Bleeding is sufficient as a DoT counterpart of Physical); remove Acid completely (Poison is famous in ARPGs as being the DoT damage, I don’t think it needs a burst damage counterpart); remove Pierce completely (I realize this is very controversial, but I think the distinctiveness of Pierce damage done by assasins could be achieved in a mechanically different way: have all Pierce weapons do Physical damage, with a chance to ignore armor - this way you don’t have another damage type, but you do have another attribute, and weapons with that attribute could be stylistically designed to feel somewhat homogenous and different from weapons with Physical damage which don’t have increased chance to ignore armor).

Most importantly: do not dare to remove Aether and Chaos damage from the game!! They are both thematically and visually fantastic, and it would be such a shame if players lost access to them in GD2.

So the damage types that would remain would be: Physical, Fire, Cold, Lightning, Burn, Frostburn, Electrocute, Poison, Bleeding, Vitality, Vitality Decay, Aether, Chaos.

If that is too much, elemental DoTs can be removed and compensated by adding distinct effects: for instance, wherever you now have Burn damage, you could replace it by Fire damage with an AoE effect (e.g. affects everything in a certain radius); for Cold damage, you could have a slowing/freezing effect); for Electrocute, you could have a chance to stun, or maybe a chance for huge crits mixed with chance for complete misses.

But most importantly: do not remove Aether and Chaos!

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I’m not thinking about cutting neither add damage types but the following:
Step 1- Rename Physical Damage into Impact Damage
Step 2- Create a Group of Damage types called Physical damage, where Impact, Internal Trauma, Piercing and Bleeding damage types are all included (Note: this already happen with Elemental damage group by having Fire, Burn, Cold, Frostburn, Lightning and Electrocute within)
Step 3- Create a Group of Damage types called Necrotic damage, where Acid, Poison, Vitality and Vitality Decay damage types are all included
Step 4- Keep Aether and Chaos as they are

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