I think there is no logic in some items or skills giving 100% skill distruption resist or 100% entrapment resists and those resists being capped at 80 (apart for slow resist for some reason). I am ok with Stun resist cap (even when most monsters themselves just ignore Stun effects completely), but having 80% entrapment resist or 80% skill distruption resist just doesn’t feel right:
- It is extremely hard to gear decent secondary resists as it is. Most classes won’t have access to items/skills that cover those, so why cap it when most players will only achieve maxing out one secondary resist? Why one of my characters can’t be immune to freezing while other immune to entrapment effects? What’s gamebreaking about being 100% immune to Skill Distruption that only appears like once in blue moon and doesn’t really affect build effectiveness overall.
- When you are getting slowed/frozen/skill distrupted/trapped while corresponding resist is 80% it’s very frustrating. It feels like all those gear/skill/devotion choices didn’t matter at the end because Ben’Jahr trapped you for a fraction of a second, but it was enough for two Reapers to finish you off.
Like when you are stacking armor and sacrificing damage or stacking DA and sacrificing OA, yes, you kill slower, but you can feel the effects of your tankiness as you play. When you are balancing between offense and defense - changes to your build are actually palplable. And it’s what this game does best, different builds really feel differently, different gameplays/tactics yield different result.
But this one little detail - not being able to cap secondary resists - feels off, in my opinion.