What happened to resistances?

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.

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Outside of the few racial resistances, same thing that happened to hit, expertise, multistrike, etc.

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Because no one loves having multiple sets of gear.

WoW is not basically an ARPG. Saying so takes nearly all credibility from the complaint.

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Resistance fights died with Mother in Black Temple in TBC.

Saphiron in Wrath tried to have it, but was tuned to easy it didn’t matter.

And replaying classic…gearing for dps is better than resistance anyway.

My guess is it adds a huge barrier to entry, especially pugs, if you need a completely different set of gear for 1 fight.

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It eas “inconvenient” for raiders and the other 1% who only play a small oart of the larger game

It was more “inconvenient” for the casual players.

You dont play enough to farm multiple sets of gear? Sorry. You dont get to participate.

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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.

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Because you still can raid as a casual player.

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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.

While true, I’d just be happy if it was from skills/spells (the old resist auras) and consumables.

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.

Nah, I don’t want to have to carry around more gear

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It got too complex to figure out and wasted people time to just read the matter.

Red is fire resist… why do i have to write this?
Black can be whatever else.

But no, we shouldn’t get resistances every again!

Please go back to vanilla…
This is just archaic outdated design.

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.

Also multistrike was too OP like Armor Pen right?

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.

They stopped resisting.

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because it nullified certain specs in the game, it wasn’t just purely from a design point of an encounter.

Tier 1 and 2 basically didn’t have any fire mages. Numerous mobs just plain immune to certain elemental types was limiting to the playerbase.

it made the game slower and slow is bad because here we go fast and first is not last baby we go zoom yes we win all night baby