I would find interesting to have a “dark-elemental” category that would cover “poison / necrotic / void” types, the same way “elemental” covers “fire / cold / lightning” types. Physical would stay on its own.
I think it could add some more variations in itemization, like an idol with dark-elemental resistance covering three other resistance types.
Alternate naming “chaotic” (chaotic damage / chaotic resistance) ? Though I feel that “dark-elemental” might be a bit more intuitive for LE players.
To be honest I think that is not necessary and would add unecessary compelxity.
“Elemental” is something that is somewhat self-explanatory, but if you come up with another term to bundle up another set of damage types it defintiely adds more complexity and is most likely not self-explanatory.
The only things I could see getting bundled up would be Necrotic and Void as something like “Ethereal or Otherworldly”
Especially for capping resistances LE is already incredibly easy and doesn’t need more of this and offensively speaking those damage types rarely go hand-in-hand and would most likely be not utilized a lot.
I just don’t see the reason or why this would be “interesting”. It just doesn’t add anything.
We have several ways to address elemental dmg/res : either single type (fire / cold / lightning) or bundled type. And it seems natural for everyone.
I would like have to same variety of choice on the other half of the board, and I don’t see how it could add much more complexity than for existing “elemental” category.
If you bundle up certain damage types you need to have a term for that and explain that term.
Since most players are not able to read properly or use advanced tooltips there will be the inevitable question, what does “XYZ - Resistance” mean?
And the benefits will be minimal. There are already ways to get Poison and Necrotic Resistances (Vitality), so only Void and Physical Resistances have nothing other than their singualr resistances.
I just think that the “variety” you want to have is not necessary and makes things more complex with minimal benefit. Getting enough resistances in LE is already trivial for most classes/masteries/builds. Just adding something to get a little bit more ways to acheive the same results does not outweight the drawbacks IMO.
Sometimes simpler is better. (Fun Fact LE had 8 damage types a loooooong time ago, until they bundled up two of them into one)
Yes it was pre alpha, they had Holy Damage, which got removed because it was only planned for Paladin (which wasn’t in the game at that point).
IIRC one of the devs elaborated at a later point that they also wanted to get rid of damage types, that just serve a thematic reason, but don’t add much too gameplay, because LE at that point already had (and still has) way more damage types than most other similar games.
Why? The fire-cold-lightning is elemental, this is logical. Dark-elemental? What is? How I can eat it? This is not logical and confusing. What common things poison and dark have? Why void is dark? Void is purple in LE (in most movies/games evil things associate with purple dunno why). Why necrotic is dark? Not dark at all! It’s fking bright teal man! Oh, you mean dark=evil, I don’t think poison is evil, poison association always is nature, coz most poisons is natural thing.
The current dmg types is good enough, they can bring back Holy damage yeah… Idk how it’s gonna work with gear. Personally I don’t wanna search for another place on my gear/skills for additional 75% resistances
ps: templar dmg convertion from helmet and body affixes is a best thing. Just convert 100% void and poison/necrotic into phys and forget about them!