Damage types

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.

1 Like

Too easy and then too complex,we can have resistances again but that would create the same problem we had in the past,people stacking up resist which would take most people time away from enjoying the game.

i take it you’ve never been in a real life fight.

I was hoping the new Evoker spec would be Shadowflame lmao high hopes

1 Like

It’s referred to as a school of magic :frowning:
It ain’t magic.
Tis my only gripe.

The reason we don’t have things like resistances anymore is because classes don’t have a lot of control over the types of damage they deal. To use your Destiny example, all characters are able to freely swap between all of their subclasses and can equip weapons of any damage type they want more coverage on. All characters have equal access to every damage type.

This is not true in WoW. A Mage does not have the same level of access to Nature Damage that a Druid does. By introducing resistances, especially in PvE content, you tell certain classes that they are not allowed to participate in that content.

Which doesn’t mean that the damage schools have no function in the game. The last boss of Legion had a phase were he split into several different copies and each copy took double damage from a different school of magic. So it paid off for raids to have their members split off to each attack the copy they were most effective against.

In this light, your added abilities to certain damage types would effectively amount to nothing more than additional passive abilities for the specs that use that damage type since again, specs generally can’t choose what type of damage they deal.

Op,you are confusing them,physical damage isn’t the same as magic damage even when the damage has the same result of energy applied to an object.

Ive never spent any time trying to figure this stuff out. Wondered about it though.
Thanks for the explanation!

1 Like