Anyway, to try and get back on topic....
Agreed, that would make one have to think of what type to cast when facing enemies. Learn what spells they might cast at you and only shield against those.
It isnt only that the players would have to think what type of shield to use against which element. Its pretty clear stuff in the game already.
What this would do is prevent players to use these elemental shields as something that mitigates all damage.
Currently, when you cast... lets say air or water shield on yourself, it removes any damage at all, not just air or water based damage as it should.
Enemy strikes you with a sword (or whatever else) and all that does is it takes away a bit of a shield. Your health remains unaffected by enemy hits as long as the shield lasts.
For the duration of the shield you are literally impervious to ALL damage.
It shouldn't play like that.
Other types of damage should get through it and affect your HP.
Maybe, maybe such elemental shields could reduce damage a bit, since that seems plausible but that should be themost you get from them.
:Water shield on:
- Physical damage gets through - maybe reduced by 10% or something. And it destroys the shield too, reducing its "length" or duration as it does now.
- Water based damage gets completely stopped. But it chips away at the shield.
- Lightning based damage hurts you more - and reduces the shield. (maybe more then others?)
- Fire and Earth based damage does less damage then usual, but some of it gets through anyway. and they reduce the shield too, of course.
Maybe you can add difference to how much each element affects the shield and player character health to make it a bit better and more diverse, therefore more interesting in gameplay.