The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
i always liked the idea of resistance, defensive stats and even hit/expertise. but i don't see a decent let alone good way to implement them in modern wow.
It was a way of propping up Professions and adding to the raid gating...
Probably not a terrible system if they hauled it out now and again for kicks. It's a very Early MMO-y thing to do, along with getting together various consumables/stackable buffs to min-max...
I think the game stripped out so much of this type of gearing/prep to "streamline" or to "increase quality of life" that it set a precedent where everything has to be quick and easy, except for the latest time-gating gimmick they build in. THOSE are acceptable because they have "flavor" and "fun" supposedly.
A Farewell to Pre-Cataclysm Azeroth (video)
Youtube: http://www.youtube.com/watch?v=fdlhcVG2p7M
WCM: http://www.warcraftmovies.com/movieview.php?id=168677
for a resistance to work you would have to have a way more options on gear. In other words you would need to have option and incentive to actually build your character in any other way than just pure dps, unfortunately in wow there is no such thing. Right now we have basically just one stat as crit/mastery/haste/versa doesn't do anything else than just increase your output, you could maybe argue that versa is kinda different cause it also gives you survi so there would be just 2 stats.
Res gear works in arpgs where you actually have a way to craft gear and there is a real benefit of having resistances.
RES gear back in the day was fun in a world building kind of way but kind of lame in an execution. I have toyed around with the idea of maybe adding Resistances back, and they are randomly rolled (with some way of re rolling maybe) as a bonus stat on some/all gear, but they only affect avoidable abilities, so maybe on Boss #1 if you lucked out with enough Shadow RES you can tank one mechanic instead of having to move, or maybe you are more able to soak something that needs to be soaked.
It serves no purpose other than to annoy players
Why is this argument ("shitty green gear") always raised up as if it were the core design of resist fights, when it actually happened ONLY for the nature resistance in AQ ? Everything else (fire resistance in MC, frost resistance in Naxx/Hydross, shadow resistance in TBC...) was always, actually, high-level craftable gear.
As it stood there was no real "decision making" about whether or not to use resist gear. It was a rather binary "do you have it or not," just like how once upon a time spell pen being the gemmed for item in PvP gear until you hit the arbitrary number that would allow you to overcome the pally/shaman/druid buffs. So there was no real complexity or added gameplay value.
Maybe if you made the resistances some sort of battle potion or otherwise obtainable buff that you might have to trade off using another buff for. You could make them craftable or obtainable through reps. Then, at least, players would have to leverage hps/DPS/other survivability versus being able to resist more damage from the boss. It also removes the impetus of having to acquire weird secondary sets of armors.
But even that's bordering on a "solution looking for a problem" territory.
“Do not lose time on daily trivialities. Do not dwell on petty detail. For all of these things melt away and drift apart within the obscure traffic of time. Live well and live broadly. You are alive and living now. Now is the envy of all of the dead.” ~ Emily3, World of Tomorrow
Words to live by.
Who said for tanks?
Dodge can be something for like Rogues, Monks, Feral Druids and Demon Hunters. For RP purposes.
Parry can be something for Death Knights, Demon Hunters, Survival Hunter, Brewmaster Monks, Paladin, Outlaw Rogue, Enhancement Shaman and Warrior.
I mean, you want to spice up combat a bit other than just seeing numbers on your screen.
"equip a lot of resist items or die" is not interesting mechanic...
bosses in raids today HAVE crapload of interesting mechanics, in vanila they had 1 or 2, thats why they tried to kinda TIMEGATE it (for some fire resist gear you needed to skin onyxia few times if i remember correctly) but it added absolutely nothing interesting to the fight...
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thats... LITERALY what resistance gear was about... "equip enough resistance or die"... now you can actualy avoid that with playing good rather than with equiping what blizz wanted you to...
Resist gear wasn't good. It wasn't interesting. It was "equip this gear, and then go fight this tank & spank boss with 1 mechanic that you've now rendered impotent".
They've replaced "equip a certain type of gear" as a boss-killing mechanic, and replaced it with other, more interesting mechanics.
Modern bosses, even on normal mode, have 4, sometimes 5 or more individual mechanics, each different from the last.
Far more engaging and interesting than "equip gear with this stat".
Resist gear was never a good mechanic.
slowminded persons in this thread can't grasp that preparation to the raid and acquiring gear was also part of the game and not a chore to be able to play what they think is a "REAL GAME" - raids
fix your minds kekw
Yeah, with reagents usually farmed inside the raid (It was for MC, anyway), forcing you to grind half the raid for a while, in order to get the materials for resistance-gear (As well as rep hand-ins for the recipes), so you could get past the gatekeeper bosses into the second half, it was pure timegating, no thought required, just grinding.
And really, "Muh RP" aside, what interesting gameplay was involved in "Ok, big fire elemental, better equip my asbestos codpiece for this boss", anyway?
Resist gear, like mob immunities, like hit and expertise, like the defence cap, like mob type contingent damage (exorcism nevaar5get) are all systems that get in the way of you playing they do not "enhance"* (hold up, wait a minute) your gameplay experience.
Blizzard wants your experience to be: Level > kill mobs with small numbers > get purpz > make numbers go big > Kil mobs with big numbers > get mad purpz > make numbers go bigger.
Every single system listen above inhibits that loop.
**Blizzard laughs in 13 years of money*But muh ARRRRRPEEEEEEEGEEEEEEEE
Tonight for me is a special day. I want to go outside of the house of the girl I like with a gasoline barrel and write her name on the road and set it on fire and tell her to get out too see it (is this illegal)?
I specifically mentioned spirit on plate gear (that was a thing in vanilla, warriors had spirit on their gear, also it was pretty useless for paladins) to highlight that back then the game had all sorts of poorly thought out "rpg elements" that didn't make much gameplay sense, nor were they fun.