>>3802614Okay, I'll take the position of elemental weakness defender for a second, and argue that FF 10 did it well for following reasons:
>elemental resistances clearly shown on the UI, if you have sensor. no unnecessary guesswork or slowing down gameplay for this aspect>spells that completely nullify chosen elemental damage, more satisfying and convenient than just being a "Cure" machine>multiple party members who can be equipped with elemental weapons or armor>said equipment or even characters can be swapped mid combat>it's fairly clear what elements you're up against in any given area, making it convenient to prepare accordinglyThat said, even I didn't bother with elemental weapons. The defensive options (nulBlaze etc) were great though. Like blocking Seymour's multitarget spells with corresponding magic.
But look at 16: do you really need enemies that limit your one character's moveset into spamming that one red colored attack against that blue colored enemy?
Elemental weakness is sort of a red herring, if we're wanting for depth/strategy.
Maybe it would be best to start by having multiple controllable party members. Then see if elemental resistance stuff can be made fun.