I tested the synergy between fire and infection () in the early areas of the game, and I found that either it doesn’t work or the resistances are reduced so little that in the game previews it is not possible to notice the change.
I tested the damage of a fireball and the damage of a plagueball against an infected enemy, and the fireball always did less damage.
The plagueball dealt 16+3 damage, while the fireball only dealt 16 damage.
Furthermore, the fireball does not apply the burn when the enemy is infected, so in the early stages of the game using fire runes against infected enemies does less damage than using them against non-infected enemies. (and of course it deals even less damage than dealing plague damage to infected enemies)
It seems clear to me that this was not the intention of the Devs.
Solutions:
Make it possible for enemies to be affected by more than one status effect at a time
Deal bonus fire damage (like 25%) against infected enemies instead of reducing fire resistance
Other Details
It’s also difficult to understand when an enemy is infected, there should be a clear animation when the bar reaches its maximum, like for ice and electricity (The animation for the burn status effect when the bar is maxed out could also be improved).
Infection is not a satisfying status effect like the others, especially in the absence of the spells that synergize with it. I talked about it here: Infection Rework Idea.