silly damage types

hello,

i'm currently playing in keth (act 2), and am fighting statues that have come to life. i assume they are still made of stone, due to the gravelly sound effects they make.

yet when i afflict them with poison and bleed status effects, they die from damage over time (i.e. not the initial attack damage).

i know they are just regular mob creatures, and probably don't deserve to have high resistances to certain damage types, but it's a bit immersion-breaking to see a stone statue die from poison and bleed.

i know the game has to be balanced so that builds can focus on any damage type and still be viable, but perhaps it'll be more interesting if certain enemies are completely immune (or at least highly resistant) to certain damage types. that way players who focus on a single damage type will still want to invest at least some effort into a secondary "backup" damage type for fighting certain enemies. or at least they'll have to come up with contingencies when entering certain areas, or play with friends who focus on other damage types.

otherwise, the different damage types just end up feeling like arbitrary choices, rather than embodying the spirit of that element.

that said, maybe chaos damage could sometimes buff the enemy (i.e. trully "chaotic"), rather than just applying a fixed amount of damage to the enemy. it'll definitely be a more interesting choice that way.

thanks.
-az

Last bumped on Jan 28, 2025, 9:32:40 PM
So you want the statues to be immune to physical and chaos damage

And also that chaos damage buffs enemies

Uh-hu, yeah I think everyone should pass on that
A really neat idea, up until how weapon scaling works besides conversion builds. Making the game more Diablo 2 like in how resistances works would hurt a lot of functionality of certain skill setups. Having to constantly swap out skill gems to force my skills to not do X damage etc. Would be more of a headache than it's worth atm.
Mob resistances in the game already are more than adequate. Total immunuty - nope.
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