Grouped protection for void, necrotic and poison like elemental?

Am wondering why there is grouped elemental protection for fire, ice and lightning but not one for void, necrotic and poison? Or maybe a bit more extremely - probably too extreme - just one for all protections.

When you hit end-game the first thing you want to do is get your defensive stats maxed out in order to handle tougher mobs

(which I think you need too many of making gearing dull, rigid and too similar across characters but that’s another topic.)

This is common practice in many RPGs.

But wouldn’t it be better to simplify protections somehow?

In a recent interview by Boardman21, Mox said they are definitely intending on looking at defenses in the future. This suggestion would be something I think they might consider although I’m not sure what the general vision is for the six (seven with physical) damage types.

This I don’t think is a good idea. If you really wanted to simplify it, why have different damage types? Just have one form of damage. I think having the different damage types allow them to do more things thematically, as well as mechanically. It also extends the life of the game as you have different things you have to look out for. Otherwise you’d have very little need to hunt for loot (which is one of the primary things of an aRPG.)

1 Like

Isn’t the vitality stat basically just grouped protections for necrotic, poison and void? The only difference really is that it occupies a prefix slot instead of a suffix.

2 Likes

Oh, right of course. I’d forgotten about that just being a primary stat.
Perhaps a set Vitality affix then.

I think Vitality is more akin to Attunement.

Following that logic, why stop with 7 damage types? What about 8, 9 or 10? I suspect there’s probably a reason most games stop with ~5 (phys, cold, fire, lightning +1). Where is the sweet spot of giving players more stuff to care about before they start getting overloaded?

I suggested that there should be a pair of affixes for the void/necrotic/poison protections for whatever reason we have an elemental protections & set elemental protections affixes. If we shouldn’t have one for the other damage types, why should we have one for elemental?

No, vitality is an attribute and they all give some defense. Otherwise, following that logic they’d get rid of the elemental protections affixes because attunement is a thing.

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.