So we do have a couple of mechanics that are laying the groundwork for this right now but just aren’t super fleshed out yet.
First off, each attack in the game is either Magical Damage or Physical Damage. Intellect and Strength are the two stats that affect those differently, and there are potions and spells that take advantage of boosting/defending against each, as well as advanced tertiary stats that increase your defense in each. So it might be if you are facing a dragon with a lot of breath attacks which are Magical you want to equip your rings that have +Mag Def, for example.
In addition to that, every ability attack in the game is associated with 1 of 6 Runic Types. Right now we aren’t doing a lot with that other than it being important for Artificing, but we are planning to play with that when it comes to for example the end-game shard dungeons, we may have a modification to the dungeon where Roh damage is boosted or Teh damage is a weakness to the monsters.
We haven’t taken it as far yet though as to make for example a Rock Golem have built-in natural resistance to Roh attacks.
We decided to go that route instead of elemental resistances simply because a) I feel like it’s been done to death and b) while it makes a lot of sense for the Runemae, the elemental magic stuff doesn’t make much sense for things like the Warrior unless we’re going to say all of his attacks are “Fire based.” However it does work to say the Mage’s Fireball and the Warrior’s Wound Combo are both Roh attacks.
So, yeah, there is definitely groundwork there for a lot of what you’re suggesting, in terms of different gear for different situations, using certain abilities/spells depending on the environment/monster you are fighting, etc., it’s just not something we’ve had time to take full advantage of yet, and it’s stuff that mostly comes into play at max-level content right now.
The other thing I’ve seen suggested that goes along with that is environmental affectations, meaning for example being in the Frosted Spit/Necropolar would require some sort of buff or gear that is Cold-resistant, maybe when you’re delving ancient ruins there is magical radiation you need to protect against, etc. We are also interested in exploring that in the future.
I feel like a broken record but all I can say is, we have lots of long-term plans to expand on all these things and we’ve laid the groundwork for it, but it will just take time