There is one 'bad' fight in the game I've ever swapped out while playing shield : Zuke. And somehow you can still stun him with shield bash and push him back with fight me you fools. You have to swap out skills in the new zone for poison/ice/fire and some of those damages are terrible in other places too that have been previously mentioned. If we're going to have a game where it is the norm for mobs to rave resistances to the point of immunity it would be a lot more fair if some mobs were immune to all physical. Every class should have some bad experiences here and there or should have an increasingly negative experience as levels go up. Many MMOs give mobs more and more physical immunity as you get closer to max level. Project Gorgon could address this theoretically by having armor go up dramatically at higher levels but it isn't exactly the same as sword/archery have access to a lot of piercing.

What is the advantage of Ice/Fire/Nature dmg when there are physical skills that have 1 bad fight in the whole game? That in my mind is the perfect example of poor balance. What would be better balance? If the new zone is supposed to mess with everyone why not have the non elite trolls 90% immune to physical and the elite ones 100% immune to physical. Take that suggestion as a raw idea for balance not necessarily a specific plan.

What evens out the differences when you have to choose between two competing classes? If you had to start over again tomorrow (ignoring normal class start options) would you choose Ice over Crushing/Piercing/Slashing? Very likely you would not if for no other reason than because physical always works and many class options often completely fail. Is that good game design?

That is a very nice list BetaNotus but is there another zone in the game with nearly 50% immunity to one damage type (excluding zones with low mob variety)?


For every other zone in the game immunities seem fine. The fact that you can not use electricity on cold elementals is acceptable when they are pretty rare overall in lower level dungeons. Later on you need one of 3 damage types to zap portals in Winter Nexus. The portals requiring one of three skills is a really neat game design element and is overall a lot more fun than just "immune to damage x". To compensate for needing such a specialized skillset the portals die basically from one attack. I feel like punishing dungeon elements is one thing and having open world immunities is a completely matter.