- Joined
- Nov 6, 2015
- Messages
- 11
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- Spanish
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For me personally it seems weird to not have these "physical" types, the slime example is a great one and I can't imagine just one physical element, I feel like that's taking out too many possibilities, especially on games where your characters are allowed to equip multiple types of weapons. But on the other hand, it has the risk of overloading your game with elements and elements that may not be necessary, creating unnecessary complexity. However, despite the quantity of elements, whether it's just a few or two dozens, the key is to manage each element correcly so they come into play sooner or later. Someone above mentioned Pokemon, and it's actually a great example. Even though Pokemon has too many types (18? And Pokemon with double typing? Seriously?) at least the game manages to integrate them all, so none of those elements feels like it's left out. (Well, maybe Fairy type but it's a new one so I guess it could be an exception)
And making these physical types allows the attack command to have more meaning in battles. If you have only one or two physical elements that your weapons will use, and your skills have all the magical elements to get a much bigger advantage in battles, then those two aspects are unbalanced.
And making these physical types allows the attack command to have more meaning in battles. If you have only one or two physical elements that your weapons will use, and your skills have all the magical elements to get a much bigger advantage in battles, then those two aspects are unbalanced.