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Are mobs weaker against certain elements or poisons?

Aertew
Aertew
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I'm talking about PvE. So do frost atronachs take more damage against fire damage and fire atronachs take more damage from ice? Ect.
  • FrancisCrawford
    FrancisCrawford
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    Aertew wrote: »
    I'm talking about PvE. So do frost atronachs take more damage against fire damage and fire atronachs take more damage from ice? Ect.

    No. That kind of thing used to be in the game, but it was removed.
  • Vevvev
    Vevvev
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    They removed it since some classes are regulated to singular damage types like DK, Sorc, and Warden. And also the stam/mag split found in each class.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • ThoughtRaven
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    Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.
  • YandereGirlfriend
    YandereGirlfriend
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    Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.

    This is an easily solvable problem they've just chosen not to put in the work necessary to do so.
  • preevious
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    Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.

    This is an easily solvable problem they've just chosen not to put in the work necessary to do so.

    Not really.
    This is indeed solvable, I agree, but it's infinitely harder than you might think. The gigantic amount of wok needed was never worth it.
    The more variables you add, the more balance is hard to achieve.

    Removing enemy vulnerabilities was a wise move, it gives more time to develop more important things.


    And frankly, if there were vulnerabilities, you'd either not see it or be barred from trials with certain builds.
    Would be not good.
    Edited by preevious on April 28, 2021 9:11AM
  • MindOfTheSwarm
    MindOfTheSwarm
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    preevious wrote: »
    Yeah this is a feature that adds flavor and immersion but unfortunately destroys balance.

    This is an easily solvable problem they've just chosen not to put in the work necessary to do so.

    Not really.
    This is indeed solvable, I agree, but it's infinitely harder than you might think. The gigantic amount of wok needed was never worth it.
    The more variables you add, the more balance is hard to achieve.

    Removing enemy vulnerabilities was a wise move, it gives more time to develop more important things.


    And frankly, if there were vulnerabilities, you'd either not see it or be barred from trials with certain builds.
    Would be not good.

    Simple solution is to have different bosses in the same trial to have different weaknesses. It does not destroy balance at all, it’s wrong that one cookie cutter build can do everything.
  • rbfrgsp
    rbfrgsp
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    Simple solution is to have different bosses in the same trial to have different weaknesses. It does not destroy balance at all, it’s wrong that one cookie cutter build can do everything.
    This would be so nice. Running specialist DPS so some know they are mob crowd control because they run (eg) poison damage, leaving fire damage DPS to focus down the boss. Added richness for group play. And frankly, who cares if NPC vulnerabilities mean that overland/delves become easy mode for solo players who deliberately try to min-max all the content?

    Edited by rbfrgsp on April 29, 2021 10:02AM
  • Sealish
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    Something that may be fun would be to make the following changes:

    1) Remove all sources of permanent penetration from players and drop basic armor/resists on all enemies to 0

    2) Give all enemies in group content (but not solo content) varying levels of either Physical OR Magic Resist, and bosses both (but not necessarily equal amounts). Normal enemies could have 25% resist to one or the other and bosses could have 25% to one and 50% to the other (or 50% to both for exceptionally "sturdy" bosses).

    3) Make the Physical status effects lower enemy Magic Resist and the Magic status effects lower Physical Resist by 25% (non stacking with other basic status effects). Make the existing armor debuffs also reduce their respective armor by 25% (additive with the previous reduction). Have only one level of power for the resist debuffs. No minor version.

    This would make it so that Magicka Builds would passively reduce physical resists by 25% and actively reduce Magicka resists by 25% while Stamina builds would do the opposite. Usually it would be the tank that would slot the 25% physical resist debuff and the healer that would slot the Magicka one while the passive debuffs from the standard status effects would generally be applied by the DPS (however because PUGS would not guarantee one of each DD, it would still be POSSIBLE for tank and healer to apply the DD status effects, just not as easily).

    It would encourage parties made up of a mix of Stamina and Magicka DD, as well as add some flavor to enemies by allowing some to be weaker to magic or physical. It would also allow Penetration to be replaced with something else. Penetration right now isn't a stat that "feels good". It is something you need to have so that you get to do the damage you see in your tooltips, and it is wasted if overstacked. Having enough of it doesn't make you stronger, it makes you baseline, and having too much makes you weaker. It is like Accuracy in other MMOs. You need it, but no one likes allocating it. Rather, maybe it could be replaced with a stat that increases the effect and proc chance of the basic damage status effects (as an idea) to tie it into the rest of this change and reinforce the DD as the main source of these status effects since the stat would be way less useful for a tank or healer (just like PEN is currently).

    This is just an idea I had in the shower yesterday though. Not necessarily a suggestion for something to be implemented as-is.
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