Why did resistances stop mattering? Was it simply too complicated for the design team to make successful encounters? I used to like the idea of having to counter certain fights with special sets (or at least a certain number of items) that had specific resistances necessary.
Was it a gear issue? Did it disappear when they started making one set essentially for every spec? Everything is so homogenized and simplified now, it’s basically become an APRG, and a simplistic one at that.
Name a part of the game a casual would have to deal with it. You did not need fire resistance to explore a volcano. You did not need.cold resistance for winter zones. You did not need nature resistance for swamps… it was a raider only concern.
Would have been pretty cool if it did have an impact tho. Would love some fire resist gear at times in DF. Or some cold resist in the azure span like at the CA, some dis/pois resist stuff for fighting the brackenhide hollow area, etc.
Imagine if for example certain items had a resist gem slot, and JCers had the ability to make inexpensive to expensive resist gems of different varieties. The usual suspects, and this would have even been a SMART tie-in to the whole dragonflight thing with the colors and aspects, would be to use those colors for the gems.
Blue - cold resist
black - heat resist
green - poison resist
yellow - disease resist
red - arcane resist
as an example. And oh, here you go, tie in BS too, give smiths the ability to make the gem sockets that can be attached to the items, and pick maybe five different items, maybe the off-tier ones, so belt, boots, wrist, cloak, and uhh weapon perhaps? and give each gem the range from say 5% (green) - 10% (blue) - 15% (purple), giving you from 25% to 75% resistance to things. Or scale it lesser if that’s too much, perhaps 3/5/10 or something. You could theoretically just have a LOT of gems, and keep popping them out (which should destroy them) and swapping in, or you could socket and gem different items if you needed them a lot.
This feels like a really interesting system, if they bothered to make encounters resist dependent. And it’s got a level of creativity that’s just missing with gear these days.
Because it was annoying, and a bit counter intuitive (best gear didn’t have resistance on it and most of the times only tank needed resist gear).
Also pally/shaman aura/totem was usually just good enough for fights.
To be fair hit/expertise is just annoying. You want only enough for cap an not a point more. If the stat did something more after cap it may have actually been fun.
Puzzling together specific items feels really bad in an infinite stat inflation system. To have both infinite stat inflation and specific build items, loot rates have to be good. Good loot rates means poor gold sales.