Jagex, the mage leagues concept is cool except...

This game does not have elemental weaknesses. Sure, you've added a handful, but not enough to go all in on the concept.

Fight caves bats? The ones that are literally on fire? No weakness. Tzhaars in general? Aren't they fucking molten rock?

Tree spirits? The great place to go for an early rune axe? No elemental weakness.

Bryophyta? The boss made of plants? No elemental weakness.

Killerwatts? Maybe weak against earth spells? No elemental weakness.

Vetion? The giant fucking skeleton? We made skeletons weak to air but not the bigger skeleton?

Like, the concept of mage being the build that outputs massive hits is great on paper, but the problem is the game is not intuitive with elemental weaknesses because of a huge fear of disrupting whatever meta for each piece of content, or because content is simply overlooked. I think on paper the Devil's Element and T6 mage sound cool, until you realize nothing in this game has an elemental weakness besides 3 mobs and even then you need to unlock the region for them