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Should ghosts be immune to physical/bleed/poison/disease damage?

Parabola
Parabola
Soul Shriven

Should ghosts be immune to physical/bleed/poison/disease damage? 44 votes

Yes
25%
Gilvothlolo_01b16_ESOkwisatzElsonsoCillion3117Bobby_V_RockitXaricorexagamemnonAraneae6537YandereGirlfriendSyrpynt 11 votes
No
75%
KsariyuStxxxslam48xxb14_ESOdanno8AektannDagoth_Racredspecter23DestaiVevvevRaddlemanNumber7meekmikoTommy_The_Gunkarthrag_inakEl_Borrachostargazer69Artim_XNord_RaseriThePedgeESO_NightingaleGalaen_Frost 33 votes
  • Amottica
    Amottica
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    No
    The simple answer is no as that would make stamina builds completely useless against them.
  • danno8
    danno8
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    No
    And fire elementals and stone golems immune to fire, ice to ice, etc...

    In a single player game as a way to create flaws in builds and rock/paper/scissors type scenarios these things work. In an MMO with somewhat strict roles I think it's a bad idea.

    For group dungeons, it could be an interesting way to force a good mix of magicka/stamina, but I just have an overall bad feeling about my character being useless for phases of a fight.

  • YandereGirlfriend
    YandereGirlfriend
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    Yes
    They should be but they won't be since ESO unfortunately isn't really much of an RPG.
  • Darian_Rath
    Darian_Rath
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    No
    Enemies used to have specific resistances way back in the day, pre one tamriel I believe. It didn't work out due to the class theming and damage typing, I.E. DKs fire damage being resisted by Flame atros, daedroths, etc.
  • hizium
    hizium
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    No
    You haven't give any text or context for this poll, so it's kinda hard to know if we'll say something aligned with what you were thinking. But in my opinion this idea is terrible because some WB would be a pain in the neck to kill and maybe impossible for stamina toon unless you use axes and have a lot of patience.
    It is immersive on singleplayer games like Oblivion, but not as much on ESO since it would basically make any fight with this type of enemy long and probably boring, because it will take forever to kil them, but their damage would still be meaningless.
    Edited by hizium on November 9, 2021 2:24AM
  • redspecter23
    redspecter23
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    No
    It's magic. Magic can do anything, including making ghosts bleed.
  • StarOfElyon
    StarOfElyon
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    Parabola wrote: »

    No kidding, I was thinking of this yesterday when I was wandering in Rivenspire. Ghosts should probably be weaker to magic and stronger against physical attacks. While other undead could be resistant to magic but take more damage from physical attacks. Just a fun RP thought, that's all.
  • phaneub17_ESO
    phaneub17_ESO
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    You hate Stamina builds? It's like saying Atronachs should be immune to magic and elemental damage.
  • YandereGirlfriend
    YandereGirlfriend
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    Yes
    You hate Stamina builds? It's like saying Atronachs should be immune to magic and elemental damage.

    They should be - if this were an actual RPG with RPG mechanics.
  • colossalvoids
    colossalvoids
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    They scrapped special resistances mobs had around summerset or elsweyr I believe.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Yes
    Adding immunity to half of the damage types to overworld enemies would probably be overkill. But for the more advanced group content I'd love to see bosses with specific resistances and vulnerabilies.
    And yes, that would mean that my character will be less efficient against certain enemies, but in my opinion that would be more fun than fire damage being the best choice against every single enemy.
    Edited by lolo_01b16_ESO on November 9, 2021 9:09AM
  • Ippokrates
    Ippokrates
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    No
    In current design of game: No.

    If ESO would go other way, making open system of skills available to any character, then we could make:

    Pyromancy - for dungs like Icereach or Direfrost but useless in City of Ash or Cauldron.

    Cryomance - to take rough and hard Valkyn Skoria but useless against Icehearth.

    Toxins - for stuff like Red Petal Bastion, but not Ruins of Mazzatun.

    Physical specialisation for fighting chunky boys like Mazzatun style, but not ghosts like in CoH.

    "Light" magic for dungs like Crypth of Hearts but not much against anything living.

    And so on...

    Edited by Ippokrates on November 9, 2021 11:20AM
  • Vevvev
    Vevvev
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    No
    If this was a game where you could switch out weapons and abilities in combat, sure! Sadly this is not one of those games.

    Also Fighter's Guild abilities would have to ignore that rule since they're anti-undead silver based attacks.
    Edited by Vevvev on November 9, 2021 4:42PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Syrpynt
    Syrpynt
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    Yes
    Yes, but not completely immune.

    And as another player stated: Would be awesome to mix&match skills. I've proposed a million times:

    • Rid prebuilt classes
    • Players choose only 2 skill lines from any of the original "classes" prior to disbanding them. (This includes passives being separated as well--but now you can only have 8 mix and matched, not 12).

    Maximize your role and playstyle. Leave out the fluff. Be challenged with enemies that resist your damage type--rebuild using the armory to prepare for fights that your skills are weak against. Team up with others who have the strengths to overcome it. Or make new characters that can complete that content separately... Idk. Doesn't sound worse than the current system. Just the added benefit of not being labeled "DK".
  • Dagoth_Rac
    Dagoth_Rac
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    No
    I think this would just make putting groups together even harder. Forget about LFG tool to get fills. You'll inevitably get matched with someone whose character/build is completely wrong for the dungeon you are trying to run. Even putting together dungeons by hand. Forget about just needing 2 DPS, a Tank, and a Healer. Now you need subsets of the roles that are customized for whatever content you need.

    These kinds of changes are fun in a vacuum, but not much fun when you need to put groups together. It will just end up reducing the number of players you can successfully group with to tackle content.

    Maybe this would be OK if the buffs/resistances were very minor. Like it gained you 1% improvement that could put a skilled group over the top for a no-death/hard-mode/speed-run of latest vet Trial. But if it becomes really noticeable or significant, where you need a different mix of builds or different characters or different players for every dungeon or every boss, just to have a hope of clearing it? No thanks.

    Armory might help. But you can't use it mid-content. And you can only have so many armory builds before you need to go to cash shop to buy more armory slots. I don't want veteran content to become all about who has the most versatility via paid armory slots.
  • El_Borracho
    El_Borracho
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    No
    You hate Stamina builds? It's like saying Atronachs should be immune to magic and elemental damage.

    They should be - if this were an actual RPG with RPG mechanics.

    This is a game where a race of cats can ride other cats, have smaller cats as pets, have equally small cats be their banker, all while fighting medium, large, and gigantic cats. Applying traditional rules of physics to it is senseless.

    And like the others have said, why would you foreclose half of the game from players based on whether they are stamina or magicka characters?
  • Tommy_The_Gun
    Tommy_The_Gun
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    No
    What if my sword is made out of Silver or Rubedite ? If so, then even ghosts should "feel" it, right ? ;)
  • YandereGirlfriend
    YandereGirlfriend
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    Yes
    You hate Stamina builds? It's like saying Atronachs should be immune to magic and elemental damage.

    They should be - if this were an actual RPG with RPG mechanics.

    This is a game where a race of cats can ride other cats, have smaller cats as pets, have equally small cats be their banker, all while fighting medium, large, and gigantic cats. Applying traditional rules of physics to it is senseless.

    And like the others have said, why would you foreclose half of the game from players based on whether they are stamina or magicka characters?

    And yet there are equally fantastical series out there that do obey these conventions.

    It's not about going for "realism" it's about hewing to traditional RPG mechanics (mechanics, you know, that exist in all of the pre-Skyrim TES games - aka the games that took the "RPG" designation seriously).
  • xxslam48xxb14_ESO
    xxslam48xxb14_ESO
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    No
    No because its an mmo. Besides almost all of our weapons are enchanted anyways and enchanted weapons can hit ghosts in the single player games.
    I wrote a poem that I titled, "The ganker's delight."

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  • El_Borracho
    El_Borracho
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    No
    You hate Stamina builds? It's like saying Atronachs should be immune to magic and elemental damage.

    They should be - if this were an actual RPG with RPG mechanics.

    This is a game where a race of cats can ride other cats, have smaller cats as pets, have equally small cats be their banker, all while fighting medium, large, and gigantic cats. Applying traditional rules of physics to it is senseless.

    And like the others have said, why would you foreclose half of the game from players based on whether they are stamina or magicka characters?

    And yet there are equally fantastical series out there that do obey these conventions.

    It's not about going for "realism" it's about hewing to traditional RPG mechanics (mechanics, you know, that exist in all of the pre-Skyrim TES games - aka the games that took the "RPG" designation seriously).

    I get that. My comment was just to point out the impossibility of applying rules like that to ESO, especially with how the DD classes are set up.

    The way the game is currently set up, there is a mix of both types of enemies in a lot of the content. In Deshaan's public dungeon there are ghosts, wraiths, skeletons, purple see-through bosses, deranged humanoids, giant bugs, and even bigger bugs. If we were to go with the traditional RPG model of stamina vs. physical and magicka vs. phantasm, you could only complete half of a very easy dungeon as a stamina character in a solo content setting. I don't know who would find that entertaining.

    Also, I can't imagine what that would do to tanking. It seems the logical end would be a magicka tank would be the only effective one as a S & B wouldn't do anything against a ghost.
  • UntilValhalla13
    UntilValhalla13
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    Then it would turn into Morrowind, where you'd need silver weapons to harm them. XD
  • Ryuvain
    Ryuvain
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    No
    Imagine being a sorc against an enemy who's magic immune. I do like weaknesses and stuff like that in rpgs, but with static classes like this game, (and unlike elder scrolls) it would turn out to be just super irritating. This random dungeon run you do 50% less damage to most enemies since they're fire based and youre playing dragonknight...
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  • Ksariyu
    Ksariyu
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    No
    In MMOs, where players spend months building up one type of character, I feel like resistances have to be carefully balanced. Nobody wants to go into an area to find they're completely useless and can't reasonably complete any of that content. At most, type-based resistances should only make a difference to the top-of-the-leaderboard-type groups, where they can be used to encourage a healthier mix of build types. More casual or even semi-hardcore players often don't have the time or desire to grind out multiple characters or gear for builds.
  • Syrpynt
    Syrpynt
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    Yes
    I change my mind on this, but not because I don't like a challenge, but because this means more server calculations... And we all know about server performance in peak pop times...
  • Stx
    Stx
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    No
    Hell to the no!

    This isn't a single player game. I love special resistance mobs in RPGS but the most you can really do in an MMO is like 20% resistance. Immunity is absurd
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