I agree generally, though not with all the details of what you said.
For instance, Elemental as a damage type is absolutely superfluous, no need for it to be present on items. Physical and Pierce do not need to be distinct, but some kind of armor piercing mechanic could be retained.
DoTs make sense, I would say, because they change the playstyle and gearing. But elemental DoTs are unnecessary. So is Internal Trauma. Sure, the fluff might be little different than straight Physical damage, but not enough to make it truly interesting.
In my view, Grim Dawn 2 should have these damage types:
It would be extremely cool if each damage type would have some unique effect. LIke, Fire always engulfs the target and gives it AoE damage to neighbouring enemies, Cold always slows, Lightning always has increased crit chance, Vitality always have ADCtH, Poison always hasā¦I donāt know what, Bleed always has progressive diminishing of the targetās OA and DA, Chaos always has chance of instant killing the target, Aether always has a chance of ā¦I donāt know what. Or something like that.
But I know that is a pain in the ass to balance, so I do not expect Crate to do it.
Just to be clear, Iām not saying that there shouldnāt be DoTs, just that they donāt need to have a separate damage type, in the way that, say, electrocute is separate from lightning.
What I found weird is ditching the absolute classic DoTs like bleed or poison because of how you feel they might affect undead. Iāll take them over āearthā or āacidā any day.
Itās not going to happen, as Z has shot it down in the past, but Iāve written - at length - about homogenizing the Elemental damage types into justā¦Elemental. Then letting your artists translate which āelementā is being used by a certain skill, e.g., a ray of fire dealing Elemental damage, or a lightning bolt dealing Elemental damage. Not only does this narrow down the damage type spread, itās also more future-proof, in case you wanted to do some earthy or windy elements, or any other traditional āelements,ā whatever they might be.
So, for me, Iād enumerate my preferred GD2 damage types as:
Physical/Bleed
Elemental/whatever (Elemental Blaze is the GD1 term for the tri-element DoT)
Acid/Poison
Vitality/Decay
Aether
Chaos
An argument could be made to ditch Vitality too, as itās got a lot of thematic overlap with Chaos.
I do, however, echo earlier sentiment that Aether and Chaos are very unique and identifying to the Grim Dawn world, and losing them would be a shame.
If you keep them, they need to be fundamentally different from other damage types and from each otherā¦because as of right now the only real difference, beyond thematics, are the sprites on the screen.
How the damage is delivered also creates distinction so there is that. Is that enough for a future game?
But they are unique dmg types for sure when compared to other games so I agree there.
But what will be awesome is that Crate can code everything so conversion can always show up which is
It depends on what exactly it will mean to use a damage type in GD2. Taking PoE as an example, crossing a threshold for a given flat damage type applies effects based on that type, such as Chill/Freeze for Cold. If Aether and Chaos had no āDoTā effect to apply, but maybe higher general base damage, I could see that as an functional and exploitable difference for players to enjoy.
Spitballing here, and continuing to use PoE as an example, but something like Aether could do more damage to energy/mana shields as the Aether is a mental realm (and Empyrion knows, players have wanted energy/mana shields in GD for a while) whereas Chaos could do more damage to raw health, in keeping with the lore.
I could see this happening. If there was an energy shield stat of some kind added. Chaos being like corrupted blood would be pretty cool. Fits perfectly IMO.
Iād have to agree with keeping Chaos and Aether damage for player characters to use in Grim Dawn 2. I would even go so far as to hope that there would be a āsympathizerā type of class in GD2. Those partial to the ways of the green crystal would use Aether damage and those partial to the ways of the obsidian would use Chaos damage.
Taking that away is akin to Blizz taking away poison damage from the Demon Hunter in D3. Ironically, it was the poison damage that drew me to that class and it took me a while to get back into that class after the change. I know, different company and game, but same concept.
Along with the masteries and devotions (please donāt abandon them in GD2), I like the different damage types that can be used. It really sets Grim Dawn apart from all the other cookie cutter RPGās. It shows that creativity and imagination still exist in this world.
Edit
Using Chaos and Aether damage makes sense too since humans are constantly learning and adapting. Why not fight off the Etherials and the Cthonics by using their own type of magic against them? Talk about fighting fire with fire.
excuse me, iāll take back somethings i said, crate donāt have the brass to make undead etc immune to poison and bleeding damage.
you should take some inspiration from diablo 2 and especially DCSS, itās ok to not be able to defeat every enemy⦠i didnāt get it at first either ā¦
I havenāt played Diablo 2 but needing i.e. 2nd damage type (could be on merc potentially) to destroy all enemies seems interesting to me. Like dual damage Sorc in D2. In Grim I do like that different Nemeses are slower for different damage types.
But I feel like itās one of those hurdles majority of player do not like. Like Energy management.
I have to disagree. If I get hard-blocked from advancing because I made a decision to go for poison damage (for example) early on Iād be pissed.
Itās fine to have a harder time against some enemies and an easier time vs others, but I donāt think itās fun to prevent people from killing stuff just because they choose to play x instead of y. In a game where you can easily do multiple damage types and can dynamically switch between them itās a different story, but in GD youāre pretty much tied to one (or two if you try hard) damage types.
didnāt think it was necessary to specify, this would obviously not affect ākeyā enemiesā¦
so then donāt have any undead enemies as story boss etc? yeah thatās why i would ditch poison and bleeding.
i mean as player i can cope with a game that has skeletons that can be killed with poisonā¦
but i remember reading something from zantai that grim dawn might have to many damage types. and i agree and disagree !?
thatās why i would commit to either ditching said things or go with the immunity, which has to obviously account for enemies, that have to be killed to progress, to not be affected.
and if i had to make the game i would ditch bleeding and poison instead of working around enemies that are immune and some that arenāt.
but donāt listen to a DCSS(not and ARPG) player if you want to appeal to the whole ARPG player base, and thatās why i wonāt disagree with tqFan⦠xD