Well we all do not give a damn about elemental advantage and just use whatever is the top tier and the counter. There has been attempts to make elemental advantage matter by using sacrosanct and those weird double variants but all are pretty much a failure. After fighting with countless number of annoying untouchables and resonant evils, I have realiazed one good way to make it more strategic and fun: make defensive abilities(x happens when hit or convert certain debuff to buff) less potent if attacker is at elemental advantage and make offensive abilities(like apply debuff or deal extra damage stuff) less potent when attacker is at elemental disadvantage. For example #1, if buzzkill is attacking untouchable, bulletproof ability triggers even less often and have shorter unflinching duration while buzzkill applies heavy bleed more often. For example #2, if diva intervention is attacking resonant evil, armor and stuns from resonant evil are less likely to happen while diva intervention's sa heal her more and recovers more meter. For example #3, if harlequin gets surgeon general's buffs while fighting brain freeze, the buff duration is decreased. This way, players can think about elemental advantage as a variable that actually matters and have to be more strategic on how to build a defense or break the defense without just using same s-tier stuff. Of course, before implementing this, you guys should make some good fire defense characters and so on.