All Resist or Specific Elemental Resist - Remove one?

If you have to choose, which of them needs to be removed from the game?

All Resistance stat or specific Elemental Resist stat (Fire, Ice, Thunder)?

Having both of these stats in the same game easily makes your character reach the optimal resistance for all elements in the late game.

Plus, all resistance also makes specific resistance less desirable too since the nature of the game, especially if the end-game content focuses on the random generation of the monsters and skill in random zones ala Greater Rift, thus preventing the players to prepare the right elemental resistance when they run the said endgame content. Not help if this specific elemental resistance stat was rolled randomly on gear, thus making it harder for players to collect all specific resistance stat gear.

or they can just drop the pretense and remove the specific elemental resistance from the game, so the players only need to focus on increasing their physical and magic resistance to combat stronger monsters but I feel some players wouldn’t like it.

To me resistance is a joke in the game, but that just me. You really can’t remove either one of them. Because you might have one that is to low and have one that is really high. So you need the element resistance to fix that.

This just me again but this is how I rank them. 1 Poison, 2 Cold, 3 Arcane, 4 Physical, 5 Fire & 6 Lighting. I tell people you really need a min of 1200 on the lowest one for resistance to start to work.

I have a rule I follow 1 Resist, 2 Armor, & 3 Damage. If you can’t stay alive you can’t kill. LOL I have had where I had over 2000 on each resist that is at 85.50% reduces damage. Have over43,000 on armor that is at 92.50% reduces damage. You meet that one monster and get hit once and be dead.

It all works on the monsters you killing. As long as you fighting monster at the same lvl on resist and armor you are fine. But if you meet a monster that is over those lvl you could be killed.

I was told one time by one of the forum Elites. That most of the stuff in the game is on Sheet and not really real. lol

Considering the game difficulty would be limited, I’d remove all resistance affix from the pool to keep single resistance. So game would keep its dynamic combat feeling without needing something highly scaled like Greater Rifts. If people complain, I’d introduce legendary items with all resistance that they need to collect or become Best-in-Slot.

Are we talking about D4 or D3 here? Eh, doesn’t matter I guess as my view doesn’t really change.

I think we all pretty much follow the rule (there are a few exceptions) of adding Diamonds to Chest and Pants for all Resist and leaving Vitality on Items, unless we roll Vitality to damage or CDR etc.

Having said that, I rarely if ever choose any gear based on what Resistant Affix it has. If it’s an Legendary Item and the primary stats are better that what I’m wearing, I swap. If it has a Resistance Affix, great, but it doesn’t influence my decision. Damage is still King in this game and defensive Secondary Affix stats are less important. You want to kill before they kill you!

So I guess my answer would be: Don’t get rid of either one, but if one had to go, I would choose the Specific Resistant Affix.

Personally I rather they removed it altogether. I don’t really find it adds anything to the experience rather than another “mandatory” stat for the sake of it.

I’d rather they keep both as opposed to removing either one. Just have it where all resistances gives less resistances in comparison to specific resistances and/or only a few item slots can have all resistances.

So, what happens to…

40% of your single elemental resistances from items instead increases your resistance to all elements.

…which means Monks might take primary affixes other than All Resist, preferring damage affixes, because a single elemental resist secondary still gives them some mitigation.

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All Resist should not exist.
Same old, affixes should not be to generic.

Are we talking about D3 here ?

If so, all res are totally meaningless. They just do the exact same thing as Armour, yet it’s still another mandatory affix, along with main stat, vitality and crits. At least individual res compete with other secondary affixes which makes them more interesting.

More like diablo in general. Just want to see what people think about allres + elemental resistance stat.

They both have useful effects, but all resistance should never be quite as high as single elements, with the most it (a single item) can provide is like 5-10% total damage reduction (however that happens to be expressed) with no more than 5 items equipped (so a max of 50% damage reduction to elements).

Single elements should be able to exceed 100% and the excess considered healing, not unlike the amulets that grant health when struck by whatever element, with perhaps an internal cooldown of 2-3 seconds.

If I had to get rid of one of them, because it makes choices much more important, all resistance would go away.

In D3, they should both co-exist and be allowed to roll as a primary and secondary affix together.

If int (all resist) vs dex/strength (armor) didn’t exist then we could drop all resist and simply use % damage reduction or armor instead.

The same way I could argue… why even include armor when there is % damage reduction?

If you have limited affix slots per item, then all resists is redundant with damage reduction or armor. Segment your affixes when you need to create an alternate gearing strategy to make your game less mundane, in D3 the affixes choices are too far and few so it is okay for both to exist.

Assuming that single-resist is actually more powerful than all-resist (still baffled that they weren’t in D3 vanilla), I think both can co-exist fine. Depends on what’s difficult about the game: If the story/campaign itself is stopping players in their tracks then single-resist might be popular to tackle specific areas (inventory permitting), and all-resist would be the “milquetoast” lazy option that isn’t as good for any particular area. But if the campaign is hard then letting players say, stack fire-resist for a volcano section is basically, giving players a “theorycraft” route to beating it which is cool, it involves some serious arsenal building collecting & curating. <3

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They all have their place if you know how and when to use them. They should be keept in game

That to prevent some slots to be too high of a defensive piece on its own. Before loot 2.0, in D3 classic, items could roll with both resistance to all and single elemental resistance both. As the raw damage that players can incur greatly increased, developers had to separate such affixes and put restrictions in order to keep the struggle.

Recently I found out at there appears to be an exception to that in D3 too though, but only one so far.
No one likes or uses that belt, but Thundergod’s Vigor can have all resistance rerolled on it. I think it can not roll resistance to all elementals on the initial loot drop because it always arrive with lightning resistance, but rezt all is one of the possibilities when rerolling an affix at Mystic, always. There may be others but I don’t think there is.

The question alone isn’t sufficient. More information such as how resists are calculated is also needed to decide. D2 and D3 don’t handle resists in the same way, for example, with the latter being more like an “elemental attack” that has its respective “elemental armor” checked instead of a multiplicative reduction and potential immunity or absorb.

The problem with either system, and further exacerbated by something like D2’s baked in difficulty resist penalty, is that you make these stats mandatory. If single resist is too good, it just becomes “Well, I’ll put Cold Resist on my helmet, Fire on my boots… etc” where if AR is the higher value, those same slots just get AR instead. D3’s problem just manifested differently in that the “elemental attack” just kept climbing per difficulty while player growth methods didn’t outside of the eventual implementation of ancients. And even then, the need for outside damage resistances kept growing with the GR numbers.

But let’s say both are gone, what then? Demand just shifts toward increasing HP and methods to replenish it. D2 had the ping ping HP pool problem. I’d argue LoH in D3 wasn’t potent enough and similarly didn’t scale. “Don’t get hit!” goes on to perpetuate glass play, but is easier said than done depending on class and build.

In the end, I’m inclined to call the worst culprit in all this to be the RNG-based nature of gear, which feeds into the idea of the affix economy, and eventually an expectation of gear level in content. D3 had the 6 affix system at one point, then eventually 4/2. I’d argue the devs were on the right track in acknowledging some stats were “more important” than others, but I’d actually say the distinctions didn’t go far enough while the general affix pool was also lacking.

I’m going to dive back in time a bit to when people swapped to MF gear for landing kills. We know why people did it. It didn’t change the tedium or temptation to run scripts for that purpose. Blizz opted to generally remove MF, but an initial proposal of mine back then was to give players a secondary set of gear to equip that would focus on what I broadly called “Adventurer Stats” like MF, GF, PUR, Move Speed, Regen, +EXP, and a lot of the things that wound up in the secondary affix pool. The idea was your primary gear would still focus on all the damage and such your build craved, while the secondary set removed that swap requirement while creating an incentive to find the perfect adventurer sets where only those respective affixes counted. They all might’ve looked the same per piece on the optimization level, but getting them at high values was still going to be a slog.

I bring this up because we should probably consider looking at combat affixes similarly, only breaking them down in their own unique categories. We can also go back to specific types of equipment having specific quirks that can either enhance a build or shore up a weakness.

But what do I mean? Well, let’s create a hypothetical chest armor piece:

Defense: 200
Hit Points: +100
Evasion: 5%
Fire Resist: 20%
Cold Resist: 20%
Lightning Resist: 20%
Poison Resist: 20%

Every chest armor piece would have those 7 core stats baked in. RNG and Type, however, would augment those values and introduce additional possibilities befitting the category. Affix RNG would also allow offensive category mods to appear within its own respective category. Leather armors could see more evasion. Cloth could get more resists. Bulkier stuff could see higher DEF/HP. The concepts really shouldn’t be alien, but the affix ranges shouldn’t be wide and wild like D3, either. When it comes to unique items, you could even have something that gives 100% Fire Resist while giving 0% everything else. There’s still some give and take to be had without resorting to overt penalties.

So with 6-affix or 4/2 in mind, my thought is more like 10/10/10. Yeah, you read that properly. All gear would effectively roll into Offensive, Defensive, and Adventurer categories. I also acknowledge the insane level of RNG that goes into this and how getting perfect gear on drops alone would pretty much be impossible. Which is also why I’d highly champion a robust enhancement and augmentation system. Make the respective pools meaningfully deep and you still leave choice and agency up to the player. More RNG, yet more control. The debate about resists is minimized because it should be present on all armor to begin with. If someone is wearing all Hell difficulty gear, then you should also know they have a minimum of 60% in everything before factoring in RNG bonuses or voluntary tweaks brought on by uniques. This requires a shift in thinking that defensive stats are more of a luxury compared to offense, and an overall reconsideration of just what an ARPG affix economy should be (because things initially competing no longer have to, leaving more room for The Fun Stuff™).

Of course, I’m aware of the possibility of information overload for the less versed gamer, as well. That’s partially why I brought up a base line. Offense may remain the priority, but defense isn’t forgotten, and adventurer stuff is just nice to have. Stay out of the bad, don’t get swarmed, and use your abilities wisely and any decently supportive gear for a build should be enough. This also preemptively tackles the issue of underleveled gear outstaying its welcome, while also acknowledging that legendaries/uniques in D4 should level with the player (either at drop or… literally dynamically adjust). The players that want to go above and beyond, to grind and min/max, can still do that and see results.

So for me, it’s not a case of either/or. It’s make gear better and more engaging to work with rather than fighting over mundane appeals to tradition.

While I really disliked D3’s major and minor affixes, since if an affix is minor, it should probably be buffed or redesigned, instead of being relegated to minor status, the basic concept of placing affixes in categories have lots of merit.

Like if an item has 6 affixes, the drop rules could say something like:
2-4 offensive affixes
2-4 defensive affixes
0-2 utility/mixed affixes (those hard to define as offense or defense)

Still keeping a great deal of RNG in which affixes you get, but limiting it somewhat. No items would spawn with only offense or only defense.

In terms of making defensive affixes equally viable to offensive, the above can’t stand alone, the traditional way, of making both dmg taken and death matter, is still needed too.
Having low defense (from gear) should hurt your efficiency as much as having low dmg (from gear), so to speak.

I don’t think armor pieces should offer base defensive, outside of the armor stat itself. BUT armors should get inherent affixes like weapons have.
So a cloth armor would have a guaranteed affix, and plate amor have another. Which could of course be stuff like resistances and other defensive stats. Like a Fur Armor might have inherent cold resist.

Personally, I don’t think stuff like MF should ever exist in gear.
Also seems unnecessary. To get effectively more MF you just need to increase your efficiency overall, through offensive and defensive affixes.
Keep MF as a reward exclusively for increased difficulty, survival bonus, maybe ‘no respec’ bonus, and Gear Targeting systems. As in various incentive systems.

Yeah, I’m not really championing for MF to return, either. Just acknowledging it could’ve fit into the hypothetical Adventurer category alongside numerous “nice to have, but not required” stats.

One of my old ideas was that affixes would automatically adjust to a “Light, Medium, and Heavy” attribute for armor where Light would focus on Offensive stats, say being 25% more potent while giving up 25% defensive values, with Heavy being the opposite and Medium just the in-between. Methods could exist to convert gear between the types so you could tweak visible armor pieces to your style. This could exist on top of a triple category system, where maybe the medium could just see a smaller bonus to the third category of affixes.

Overall, I can’t really stress enough how much bigger I’d make the affix pool because basic needs are one thing, but build-supporting mods are another. I could tangentially relate this to my continued concern over the blandness of D4’s loot and futile chase to make every tier matter, but I’ve done that to death over the past few years. Nonetheless, I still stick to the idea of it being reasonable to perfect and/or adjust a build. Partially to be reactive to patches where a respec isn’t enough.

Small information though, resistance to all affix includes resistance to holy damage which is very rare and offers some more protection against one or two Rift Guardians that use holy damage.

Without resistance to all affix, passives that cut down non-physical damage, grant extra resistance and importance of defensive buffs including resistance boost greatly increases for dexterity and strength classes.
Without single resistances however, this change can impact all classes and remove a layer of protection besides forcing you to stack melee and ranged damage mitigation everywhere possible.