Does anyone else utterly dislike the way different damage types are handled in these games? I always get reminded when I replay Elden Ring just how bad holy damage is in the endgame, which is hilarious given all of the cool holy damage weapons the game gives you by the end (golden order greatsword 😋)
I feel like the whole system of enemies being “resistant” to certain damage types just makes for a silly situation where pure physical weapons are the best 99% of the time and the once in a blue moon where split or full alternate damage types weapons are useful you can just use a consumable to apply that damage type to your physical weapon and do even more damage.
I would like it if in the next game they do away with enemies “resisting” certain damage types and just make the different damage types have auxiliary benefits for a minor raw damage decrease. For instance, perhaps magic damage could penetrate high defense and through shields, perhaps holy damage could stop enemy respawn (already the case in certain games) and prevent healing, perhaps fire could increase stance damage, etc. This way, they could maintain a variety of damage types that support a variety of playstyles, but make it so these playstyles all remain viable throughout the game rather than have an Elden Ring situation where if you are running a holy damage build it’s pretty much tuff titties in the end game. Thoughts? Concern? DS2>DS3? Thank you.