Suggestion: Natural Armor Resistance
Balancing is a nightmare as it is.
And that ANet scrapped all other damage types long time ago, exceptions being Direct Damage and Condition Damage.
Well, some type of elemental damage does exist, but it’s primarily kill animations (fire skill/weapon causes enemies killed with it to be set on fire and they scream in agony until they fall to the ground and remain motionless, every other element with their own)
I rarely do PvP or Hard PvE, unless it’s organized.
Meh …
GW1 had that and at first I would pay attention but eventually I just stopped caring.
Anet won’t do it. It would just be more work for things like raids to have multiple armor sets for each boss based on element. That and slaying potions are not too far from your suggestion. They nerfed those to some extent as they are not applicable in all of PvE such as raids. It was annoying to carry all those potions around. This would be worse because you would carry so many armor sets around. Inventory would be a huge problem. Not to mention crafting more ascended armor and how pricy that would be. Yes you could say it is optional but it would have the potential to move into the Mets and end up like the current exotic vs ascended debacle.
Maybe I wasn’t clear enough. I’m not suggesting new armor sets, I wonder why do the existing armors not have resistance.
It’s obvious that linen armor has more resistance than metal armors, so light armor guys can change their disadvantage into some kind of ranged advantages and again vise versa. A huge pyhsical defense heavy armors should have less resistance on those kind of damages like poison, fire etc.
The gear and combat system in Guild Wars 2 is way too streamlined and simplified for that to work without redoing a lot of content. Guild Wars had armour v. just about everything along with profession-specific ratings (rangers having much more resistance against elemental damage, for example), with enemies having resistances or immunities and weaknesses to certain elements, skills that triggered with specific elemental damage, etc.
With weapon skills being standardised and the game revolving around physical and condition damages, I think the work involved would probably ruin the game or change it far too drastically. I mean stuff like the elementalist would be interesting, if not imbalanced, but I can’t see it working without overhauling it to the point where it isn’t GW2.