User blog comment:Lenyntaka/-Suggestion-Elemental Equipments/@comment-2.97.217.27-20110914162215

I don't like this, I think that enemies having strong and weak elements is just too much. I mean, I don't want to have to keep switching weapons based on the decision that another weapon will actually do more damage than the weapon that I like to use because of the enemy that I am fighting.

However, I do support the idea of enemies having weaknesses based on what they are and how they move and fight (eg. freezing would be effective against flying enemies because it would cause them to fall to the ground and leave them prone to attack (and perhaps updated to inflict fall damage) whilst poison is effective against worms because it continues to effect them when they are retreating, though these weaknesses are purely tactical weaknesses and don't directly damage the enemies anymore than any other element) because it adds a more tactical combat element; with the increasing game difficulty I enjoy using my initiative and all of my resources at hand in order to level the playing field. I love timing my use of potions and grenades to be effective in the situations that I will need them most; like when I am suddenly swarmed by hornets, I'd use well-timed grenades to quickly thin out the swarm before dashing and dodging stingers whilst firing arrows, or when I'm fighting casters I can hit them through walls with a Vilethorn until I can reach them with a melee weapon or more powerful projectile.

Anyway, I wait for the day that me and my friends can actually plan a tactical raid on a powerful hostile NPC village.