- Joined
- Feb 4, 2016
- Messages
- 364
- Reaction score
- 50
- First Language
- English
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Aww <3
Hope the plug-in works for you, and I can't wait to try out your game once the demo/the whole thing comes out!
Aww <3
I would recommend including lore reasons for the element interactions. Players will intuit that Water counter Fire and when they're wrong it helps to have an explanation.
That said, you can still make Fire Elementals weak to Water.

How did you manage to have a weapon with several elemental damage types?I have 13 separated into 3 categories of elements with weapons all have 1 or more these elements and armor that can resist, absorb, or reflect these elements. I recommend you do what I do and write up an element tutorial and explain what they all are.
I usually have a relatively basic element system that's easy to remember. Fire consumes air, blows away earth/stone, absorbs water, quenches fire. Sometimes, I add Spirit and Void as extra elements that counter each other that are not as effected by the four main elements. Sometimes I go a little more complex with Physical < Magical < Ranged < Physical (In order of 'this beats this') variants. So Fire Physical, Fire Magical, Fire Ranged... and so on. Naturally, this would be more complex, but would add more strategy.
As a side note, did you know the Western Zodiac has elements attributed to them as well?
Aries - Fire, Taurus - Earth, Gemini - Air, Cancer - Water,
Leo - Fire, Virgo - Earth, Libra - Air, Scorpio - Water,
Sagittarius - Fire, Capricorn - Earth, Aquarius - Air, Pisces - Water.
Just a fun tidbit.
Time I COULD see as an Element if it was limited, so time travel and all that would be like... forgotten, but you could briefly speed up or slow time like Haste and Slow, and for the attacking versions of it you could summon small meteors and stuff.