First of all, I don't think it necessarily detracts from enjoying the game. I've just jumped in recently and this game really scratches the ARPG itch I've had since Grim Dawn started to feel a bit too familiar, so I don't want to sound like a hater or anything.
But yeah, some of the damage types feels way over-represented among the classes (with basically every class getting a bunch of fire skills) while others are really underrepresented instead (Necrotic only present on Acolyte skills and Void only appearing on Sentinel skills).
Wouldn't it feel like a more fleshed out design to spread them a little more evenly? Lock some classes out of fire builds while allowing others to play around with necrotic and void. The mage literally has a black hole spell... that does cold damage rather than void. That's a missed opportunity if I've ever seen one. Just like the rogue summoning shadow clones and calling literal "dark arrows" from the nether... that deal empowered physical damage.
Meanwhile, you've got the primalist who describes himself as the link between his tribe and the spirit world... and his shaman mastery is yet another trielemental caster. I mean, maybe rename necrotic damage to "spirit" so that it sounds slightly less evil while retaining its association with death, and that'd be a perfect fit.
Also, you've got the time travel-related void knight abilities (time reversal and anomaly) which, while very cool, feel more like clever Dr Strange tricks rather than manifestations of raw anger. Wouldn't they feel more at home on an eldritch mage mastery with a void/time theme rather than on a fallen knight?
Any thoughts?
External link →