Remove the "immune to ____ damage" mod on Expedition

Yeah I get that, both of my main characters only do 2 damage types.

I do read them now after those encounters. It doesn’t change my opinion on why it should be removed.
It’s not hard to avoid it, but what’s the point? It doesn’t provide any value to the gameplay. To say it’s strategic is an overstatement.

Last edited by TwitchGLHFsport#2155 on Mar 21, 2026, 11:29:47 AM
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Yeah I get that, both of my characters only do 2 damage types.

I do read them now after those encounters. It doesn’t change my opinion on why it should be removed.
It’s not hard to avoid it, but what’s the point? It doesn’t provide any value to the gameplay. To say it’s strategic is an overstatement.



Pay attention to what it gives too (pretty sure you know already, easier to read the gain than the downside), it's usally a high tier mod like "50% increased logbooks" or "%increased rarity" or something else, so as a tradeoff you get mobs are immune to that damage.
Nothing to do with strategies or entertainment.
You want the best? you pay the cost.
Last edited by IILU81II#8410 on Mar 21, 2026, 11:34:59 AM
True that’s a fair point,

Now I have a question, if a wand of staff has % extra fire damage, will it apply if the main damage is completely mitigated? It’s not like the other martial weapons.

I recall for my warrior, I did tickle damage. It was the small amount of on-hit chaos damage from the mace.

I’ll trigger it on purpose next time, but I might as well carry around a spare skill gem for a different element if I’m running expedition tablets.

Still I don’t think It’s great to keep a 100% total immunity, especially if a new player blows one up in act 4.
Experienced players and the developers are already knowledgeable about the game, sometimes getting feedback from a new player is actually more valuable if they want to acquire new players and retain new players.

Disregarding someone’s opinion because they’re new, might actually be counter productive. And it’s nearly impossible for the developers to have that perspective. I’m just throwing that out there.
"
True that’s a fair point,

- A - Now I have a question, if a wand of staff has % extra fire damage, will it apply if the main damage is completely mitigated? It’s not like the other martial weapons.

I recall for my warrior, I did tickle damage. It was the small amount of on-hit chaos damage from the mace.

- B - I’ll trigger it on purpose next time, but I might as well carry around a spare skill gem for a different element if I’m running expedition tablets.

- C - Still I don’t think It’s great to keep a 100% total immunity, especially if a new player blows one up in act 4.


- A: It will be ignored if mobs have fire immunity, doesnt matter if it is main or gained, they are immune to fire.

If you do physical and fire but also have "%of damage gained as extra lightning" then you can play with those immunities (phys and fire) and kill the mobs, bit more challenging maybe depending on your overall damage output but still 100% doable.

- B: there's no need for additional skill gems, have rings/gloves with more than 1 elemental damage (ring with phys/fire and gloves with lightning/cold for example, endgame ring/gloves usually have 3 or 2 damage types for example for a reason. Not only for this of course, but mobs have resistances too so having 3 different elements is surely better than having just 1.

- C: READ



"
Experienced players and the developers are already knowledgeable about the game, sometimes getting feedback from a new player is actually more valuable if they want to acquire new players and retain new players.

Disregarding someone’s opinion because they’re new, might actually be counter productive. And it’s nearly impossible for the developers to have that perspective. I’m just throwing that out there.


Experienced players were noobs at release, i dont think someone is disregarding feedbacks n stuff. The fact is that they're not coding the game as we write things here on the forum, they're polishing it (many things changed since ea release).
Something like this is on player side, like many said, you only need to read what you're doing, they will not change/consider this change because someone refuse to read a game mechanic.
You instead should learn mechanics and play them, not the other way around (devs remove mechanics because players dont read)

Last edited by IILU81II#8410 on Mar 21, 2026, 3:17:50 PM
I understand to avoid it, I understand to read it, I have only hit it 3 times in my entire time playing the game.

It doesn't change my opinion on the matter.

The mod should give us a challenge, It shouldn't only be avoided. For many builds it creates complete immunity unless you do many damage types.

Here are the 2 scenarios for most cases (unless you do 5 different damage types. or carry around skill gems)

A. you read it and avoid it (not interesting whatsoever for gameplay)

B. you hit it, then have mobs that are immune to your damage entirely (more like a "wtf is this" gameplay, not really challenging either)

There should not be a mod that should be avoided like the plague.

Make a mod that can be challenging, like 5000% HP, or 100,000 energy shield. not just pure immunity.

For an example of the question I was asking. For a Spell caster, not Attack.
If I do Lightning damage, but my staff says 30% damage as extra fire damage.
If my lightning damage does 0 damage because the mobs are immune to it.
That means there is no fire damage from the Extra fire damage mod.
Is that correct?
If that's the case, that is a balanced issue, that martial weapons like a mace with 3 damage types and "Attack" skills don't have.

I would not go as far to say this is a "mechanic" It's just a mod.

It shouldn't be an enormous task for a programmer to change it, I think it should be changed eventually. When I said "Right neow" I wasn't being serious.

There I edited the OP
Last edited by TwitchGLHFsport#2155 on Mar 25, 2026, 2:46:31 AM

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