We have a buncha them.
Nature,
Shadow,
Frost,
Fire,
Arcane,
Holy,
physical (why are you here)
And a buncha multi school types of magic.
My gf’s recently gotten me into Destiny 2 and - hwoah. Holy crap. That game is beautiful and also - heckin fun.
It also has a really neat damage type system - basically each element you use has a different status effect. Solar burns, Arc stuns, void explodes, stasis freezes, strand - well, ain’t gonna spoil that. Your class abilities and your weapons both have elemental damage, so say if a solar ability procs a debuff on an enemy, a character with a solar weapon can increase it - it’s collaborative.
We have schools of damage. I don’t see why it’d be too hard to…add some lil effects. Get resistances back into the game in a way that isn’t just *counters x amount of x type of damage. Maybe instead as a way of countering these stacking effects.
For example:
Holy - Damage heals surrounding Allies for a fraction of the damage dealt.
Nature - Successive nature damage builds up a stacking number of damaging blooms that spread to nearby enemies.
Shadow - damage lowers stats by .001% per application,
Frost - Slows movement speed by .25% per application
Fire - repeated applications give you a stack of On fire, dealing light fire damage and decreasing hit chance. At 15 applications, you explode dealing fire damage in a 3 yard radius.
Arcane - each damaging attack uses a portion of the target’s mana to deal additional damage.
I feel like a lot could be done with this. It’d be hell to balance but that’s kinda against my whole ideology anyway.
Balance is for first person shooters. Chaos is for sword and spell games.