I’ve been playing the game for nearly 600 hours by now, and there’s something that I really, really dislike and it’s the damage types of enemies. To be even more exact, one damage type almost every enemy shares - physical damage. Nearly (or maybe over?) 95% of monsters have that damage type in their arsenal, making the game armor/physical resist focused. The issue about this is, armor is very easy to get, for example by devotion, giving up devotion damage focus. You can get about 2500 armor on any caster if you give up picking damage devotions, melee builds usually (if fully focused) can reach up to 4k, again, giving up on damage. Physical resist nowadays is very easy to obtain on any melee character, since many parts of equipment grant, on average, 4% physical resist per part, and one green shield may even give you 28% of it. I even found a way of getting over 80% physical resist (perma buffs only) and about 3k+ armor. As far as this is not a problem at all, it’s really disgusting that in order to kill any boss (except for Valdaran, Zantarin, Aleksander [meteor is easy as heck to dodge], Mogdrogen - I don’t care about the easy bosses) you gotta either get (at least) 95% armor absorption and kite, get the same value of absorption and over 2k armor or get 25+% physical resist in order to not get fucked by a random physical chain the enemy does.
A random hero, which may wield a weapon and deal physical damage, can easily out-damage a Valdaran or Benn’Jahr because of physical damage. As we all know, not every monster can have physical damage in their arsenal, because a physical lightning bolt or electrical discharge would be kind of weird. Instead of the boring physical damage, which can annihilate everything in a split of a second, I’d rather see enemies deal %HP damage, because it works the same way as physical damage, but doesn’t need anything at all to be weakened (low current HP is enough). I’m not saying physical damage should be replaced with %HP damage, no, don’t think of it. Instead of the boring physical damage, I’d rather see it getting removed or replaced (in some cases) with resist reduction. Why so? Any random mage you meet in Grim Dawn can not do anything to you, because they deal non-physical damage and you usually reduce that damage by at least 70%, meaning you take very low damage (… do I even have to give examples?).
I’d rather see enemies be one damage type focused (or multiple, but for fuck sake, every monster has physical damage) and have even 80% RR to the main damage type in order to deal damage - even trash monsters. It’s way better to know where to get the heck out of the monster range instead of getting annihilated because our armor is too low. Look at Gargabol, he can deal massive damage OR annihilate you in a split second by his auto attacks or eruption, respectively. The other example would be the Kraken, you know when to run away, because when he uses his whirl or shower you basically can’t stay in the range because your HP slowly drops by 10 - 40% per second. Even the old Aleksander, if you dodge his meteor, you win (this is kind of bullpoop, because Aleks is basically a Valdaran v2).
To wrap this up, the physical damage and resist overload is totally pointless. You’ve been adding random physical resists, armors etc to the game in order to help players survive. Instead of doing that, remove physical damage from some enemies and add resist reduction instead. Make the game more various in facing enemies. Right now, before you cap your resists, you cap your armor absorption, as the main priority, get some physical resist (everyone wants at least 25%) and increase your armor by any means (Angrim… who the heck says “I want to get some crit damage because I do not need the armor Angrim gives”?), because if you don’t have any type physical damage resistance, your character is literally useless.
*Tanks don’t have that problem. 4k armor, 40% physical resist… Shield…