I feel that spell resistances was a very important stat mechanic that was gutted from the game. Since we have armor, doesn’t it make sense to have spell mitigation as well? It added a little more complexity to the game as well as depth. By dumbing down stats, it simply makes the game more … boring and honestly less interesting.
I’m sure some will disagree, but one of the reasons why me and others alike found the game more exciting in previous versions was the complexity to stats. At least in one aspect.
Two minds of this! First, it is a counterplay to some specs, especially in PvP! You went against a Frost Mage, you stacked that Frost Resistance because getting chilled or rooted is a death sentence if you’re melee. Made itemizing a bit more interesting!
On the other, spell resistance made some specs flat out unplayable in PvE. You didn’t roll a Fire Mage to do Molten Core, unless your goal was to do 0 DPS. One of the AQ40 bosses had a weakness to literally one thing: Frost damage. You didn’t have that, you don’t bother.
If it’s introduced in a way that makes sense, maybe? But I’d like not to have to dance between two specs just to play the game.
I think this is exactly what made the game more interesting.
I think this could be adjusted in the modern era of WoW though. I think having spell resistances would be a better addition to the game and just have Blizzard not implement raid boss mechanics that are impervious to certain specs such as the Fire Mage.
Many if not all of the DPS specializations now only deal one type of magic damage, so bringing back spell resistances can effectively nullify entire specializations. Boss #2 in Raid #1 is resistant to Frost damage? All Death Knights and Mages have to switch to another specialization or will be benched for the fight!
I don’t think they could add it as purely a PvP spec stat, is the thing. It’d make itemization a bit of a mess.
I’m thinking it’s just better off a relic of the past, honestly. The item swaps you could make for it was neat, but feel like it’d be a huge song and dance to make it work nowadays.
I think in some aspects that’s what gives the game more depth. If everything is all the same, don’t you think that gets boring? I admit raids like Molten Core being resistant to fire was rough. Mainly because in the culture of Vanilla it took months to progress through Molten Core and not being a fire mage for months sucked. But if it’s for just one single encounter… is that so bad? Blizzard doesn’t have to make bosses 100% immune either… they could just make them a little more resistant I suppose. Either way, I feel it adds a little more depth to the game than having all the stats be so generic and boring.
No, but that isn’t even the question. The problem is some players, like myself, play one specialization because they like it over the others. To now introduce content players are unable to do because their damage would be nullified or even reduced is terrible game design.
Blizzard doesn’t have to make bosses or monsters totally impervious though like they were in Vanilla. I agree, that is bad game design. But I think in some aspects having them take maybe less damage makes sense.
After playing some D2 and PoE for awhile all I have realized is I dislike itemizing resistance on items.
If Blizzard brings it back that’s fine but don’t make it some big thing. Itemizing some resistance is good but if performance in game hinges on having that resistance I don’t want to see it come back.
I think depending on the narrative or dungeon, a boss could be resilient to a specific type of magic. And the same could be said for all the bosses or trash in that particular instance.
I suppose you could. Heck, then Blizzard could add a spell pen mechanic and that would actually be more interesting than what exists now. Maybe bosses have high armor and spell resistances and players would feel more excited about armor pen/spell pen. I think most players agree that by dumbing down the stats makes the game less interesting. It takes away customization and variety.