In the final analysis, there is one thing that both players and devs should remember. Classic Everquest had resists that occurred with some level of frequency. There were even "uber-resistant" mobs that cropped up now and then. The goal here should not be to eliminate resists or even the occasional mob that is untenable or nearly so. The goal, as always, is to reproduce the classic experience. It isn't that resists are bad - they are part of the success formula of EQ, i.e. game play should be challenging and provide a degree of danger in order to maximize the fun. The problem here is that resists are currently TOO challenging, which cuts into the fun.
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