Roll Fire/Lightning/Cold into the singular ‘Elemental’ but portray it as all three elements aesthetically (e.g., throwing ice at shit for Elemental damage, throwing fireballs at shit for Elemental damage, etc.).
Remove Pierce/Bleed.
Merge Aether/Chaos and give the result a DoT. Call in Planar damage or something, to reflect the stylistic lore reasoning of the types being of a different Plane from the material Cairn.
Result:
Physical/IT (maybe rename IT to bleed because it’s more intuitive)
Acid/Poison
Elemental/Something-burn. Lightning is the only damage that doesn’t “burn” stuff.
Vitality/Vitality Decay
“Planar”/Something
GD does need fewer damage types. Adding new content/masteries in has shown off how hard it is to reasonably represent the multitude we’re presently afflicted with - looking at you, Chaos and Acid.
With fewer damage types it’d also be easier to define ‘mechanics’ to each one to separate them further, akin to how PoE does it and as has been an oft-requested feature of GD. For instance, hitting with high Physical could slow enemies, hitting with high Elemental could automatically apply an Elemental DoT, etc. Right now, the mechanics of GD Damage types aren’t mechanics at all, they’re just differences in the statistical averages of numerical values.
On a different but somewhat related subject:
Reworking Armor would be nice too. I’d hate to see the stat vanish completely, but I’d like to see it applied in such a way that it wasn’t exclusive to only one Damage type. Unless, maybe, that is to be Physical’s ‘mechanic’ as described above, in needing to contend with enemy Armor alone. But with fewer damage types it becomes harder to justify a Physical DoT bypassing Armor, so I’d prefer to see a different approach taken.
Look all I’m saying is GD2 better fucking separate Hit Chance and Crit Chance and lose the OA/DA system.
Actually, keep the system, but remove the Miss Chance from it and let OA/DA solely scale Crit Chance.