Elemental damage and weaknesses are nearly an RPG staple. Yet I find this aspect extremely lacking in ESO. I'd like to show two games which I think have done it better, and which ESO could draw some inspiration from.
Pokémon
While I haven't been seriously engaged in the series since Crystal, I assume it still holds true that the elemental weaknesses and resistances are one of the core aspects of the combat strategy. Every Pokémon has one or two elements, which have certain weaknesses and resistances to attacks of the specific element. This would lead to rock-paper-scissors scenarios such as the three starter Pokémon of the Fire, Water and Grass elements, as well as strategies to teach your Pokémon attacks that cover their weaknesses in one way or another.
For example, an Electro type Pokémon would have a weakness against Ground attacks, which would naturally often be used by Ground type Pokémon. To counter this, you might be able to teach your Electro Pokémon the attack Ice Punch of the Ice Element - which Ground types are weak against. Combined with the other aspects of combat, this resulted in elaborate setups, deceiving switches and an overall focus on strategy instead of raw power.
This was especially achieved by having rather large magnitudes of resistances and weaknesses. Having a weakness usually meant taking double damage from an attack, a resistance reducing the damage by half. Combining two fortunate or unfortunate elements, this could result in 4 times the damage, or a -75% damage reduction - in some cases even immunitites. This not only meant you were careful to avoid attacks of your weakness' type, but also resulted in a very satisfying feeling when landing a SUPER EFFECTIVE hit.
Ragnarok Online
A little closer to ESO as it is an MMO as well, and one I remember the best because it was my first. Very much like Pokémon, every enemy had an element type (graded in 4 levels), and every attack had an element - usually "normal", but obvious magic like fireballs had an element, and you could give your weapon attacks an element as well, either by forging a special weapon or endowing it with an active spell.
Very much like Pokémon, magnitude of resistances and weaknesses could get very high (although only starting at +/- 25% on the first element level). In the space of an MMO, this meant some monsters would have a very high resistance against your attacks, and you would have to use different strategies to kill them. On the other hand, you could optimize your build to kill monsters of certain elements, giving you an edge in killing specific enemies for experience or loot. This not only meant there was a huge incentive to acquire specific equipment for different situations, but also that there was a variety of viable and effective grind spots (there's not much questing in RO) - either for loot or exp, depending on your build. And again, just like in Pokémon, it was really satisfying to exploit an enemy's weakness!
This also played a huge role for bosses. Besides the obvious necessity to have the right equipment and skill setup for the right boss, this also meant that otherwise underutilized builds were viable if not superior against certain bosses. For example, a Wizard build that focused on Ghost type damage with the Soul Strike spell would be rather weak against most enemies, except a few bosses that were weak against Ghost damage.
For PvP, this didn't play a huge role until the introduction of elemental armors. Until then, every player was merely "neutral", which didn't yield any resists or weaknesses. With an elemental armor, you became that elemental type, with it's resistances and weaknesses. This resulted in rock-paper-scissor scenarios, where many people would equip Lightning type armor to resist a common and strong Frost type Wizard spell, and in turn people used Earth type weapons to exploit the weakness of people with Lightning armor.
Overall, this allowed for more interesting and specialized builds, enforced better strategies and gave incentives to acquire more gear than just one set for everything.
... and in ESO
Now, talking about ESO, almost none of this is the case. Most enemies do not have a specific weakness or resistance, and until 1.6 even spell resist and armor were somewhat even. Elemental weapon enchantments are close to useless, elemental resistance is only acquired through jewelry enchants which are equally lackluster in magnitude. In fact, resistance is hardcapped at 50%, which I think is impossible to achieve for individual elements. Further, the only source of elemental damage is magic, which makes spell resistance the clearly superior choice over elemental resistances. In terms of specific builds for specific enemies, the only thing we have is the fighters guild skill line against undead and daedra, which is a must-have and thus doesn't offer a lot of variety in choice. Usually, there is no other weakness to exploit, which makes every encounter feel pretty much the same in terms of effectiveness.
However, this doesn't have to be the case. The magnitude of resistances and weaknesses is usually quite high in TES games, often up to immunity. Even in ESO, not all resistances and weaknesses operate with the spell resistance and armor ratings, such as the Werewolf penalty that increases weakness to Poison by 40%. Of course, nobody wants to see players with 100% spell resistance - but elements are different. First, because you can still cause damage with other elements, magical or not, and second, because they usually come hand in hand with a weakness to another element.
However, this is usually not how TES worked in the past. Unlike Pokémon and Ragnarok Online, a resistance to one element does not automatically make you weaker to another element - there is no rock-paper-scissors mechanic. It's perfectly fine in say, Morrowind, to have fire immunity without any real drawbacks - except the lack of other enchants in their place.
So, if more interesting and engaging element mechanics were to be added to ESO, either it would have to be kept this way - offering high magnitude resistances as an attractive option to current equipment bonuses - or rock-paper-scissors relations of elements would have to be introduced.
In summary, I'd like to suggest some of these changes:
- All elemental damage weapon enchantments (Fire, Frost, Shock, Poison, Disease) now change the element of all weapon attacks to that element
- Increase chance of secondary elemental effects (Burning, Chilled, etc) significantly, or introduce new champion passive to this effect
- Add elemental resistance glyphs for armor pieces (Fire, Frost, Shock, Poison, Disease)
- Possibly add spells that temporarily buff elemental resistances, or apply such buffs to existing spells
- Most PvE enemies should have weaknesses and resistances of a higher magnitude
This addresses several points. First, it makes enchanting more interesting and valuable as it is currently the most useless profession in the game. It adds elemental damage that is not magical in nature. It will create more build variety in PvE and possibly allow for more viable grinding spots to spread the population out a bit. Depending on the magnitude of the new armor glyphs, build variety could also improve in PvP, but this would require some balancing. I'd suggest the magnitude should be such that with a full legendary infused enchanted equipment set (3x jewelry, 7x armor + 1x shield) you should be able to hit elemental immunity. As a drawback, you lose out on the attribute bonuses from the current armor glyphs.
While I would also like to see elemental weaknesses for players, there is no real sensible way to do so with the TES elements. Fire should beat Frost, but that's about it. Another option to make elemental weapons more attractive for PvP would be to introduce enchantments that add a small resistance to "normal" weapon damage, but that would not really result in weaknesses, just a higher baseline defense.
Why this will never happen and I just wasted my time
B2P. Consoles.
TL;DR
ESO has no meaningful elemental damage mechanics compared to other RPGs, which makes every encounter feel the same in terms of effectiveness. This should be changed to promote different combat strategies, as well as more viable equipment choices, character builds and grinding spots.