Having rating points decay as you get higher levels makes no sense at all to a player. Why if I am more powerful (which is what gaining a level implies), do I suddenly have less of a chance to crit?
Thats not the implication of a rating system.
The implication of a rating system is: if your opponents level increases
, you need more of a stat to have the same effect on those monsters.
Thats exactly how armor works.
If you have 100 armor, and it grants 20% physical reduction against level 10 monsters, it wont grant 20% reduction against level 11 monsters.
You wont see how much it actually grants, until you become level 11, because at that point your sheet will tell you how much 100 armor is worth against level 11 monsters.
The sheet only shows you how much reduction you have against monsters of the same level.
Your armor doesnt get weaker if you level up.
You never had 20% reduction against level 11 monsters in the first place.
The only thing that happens is that you are able to see how much those 100 armor help you against level 11 monsters.
The same would apply to resistances.
Instead of making 25% available at low level, make 5% available. Now you can still improve you gear.
That approach has one big problem however.
If you make only 5% reduction available, then you cant actually make an enemy challenging for the following reason:
If merveil deals 100 cold damage, and only 5% reduction is available at that point, this means that you can only reduce that damage to 95.
You cant make the enemy hard for the one that doesnt have that reduction without making it hard for the one that does have that reduction, because 5 life isnt going to make a difference if you only have an health pool of 150.
Both players will be 2 shotted.
At the same time, if you make her so hard that a character without resis doesnt stand a chance, you make it as hard for the one that does get resistance.
Thats the fucking whole point of a rating system.
If that 5%, instead were 5 rating, that translates to 75% resistance at that level, then you can actually make merveil deal tremendous amounts of damage to the one that doesnt have any resistance.
Someone that does prepare for her with that 5 rating, will receive a quarter of that damage, making her a joke.
Thats why a rating system gives the developer a lot more control over balance in the game.
I can guarantee you with 100% certainty, that the reason why they have so much problems balancing merveil in act 1 while making her challenging, is due to resistance NOT being a rating.
They try to make her challenging, so they have to increase her damage output by great amounts, but if they increase her damage by great amounts, they will also have to provide the means to protect one self against that kind of damage.
If they provide you with such huge amounts of resistance so early in the game, then you are basically immediately maxed on resistances, meaning that they cant actually make later encounters challenging anymore.
This is an easy to understand concept, and if you think about it, you will see why this is exactly the reason why they have so much trouble balancing merveil while making her challenging.
Thats also the reason why so many people are reporting that cruel, ruthless and merciless are actually easier than normal.
You cant make it any harder if you are already maxed on resistances.
If there was a resistance rating instead, they can provide you with the necessary protection against merveil early in the game, without giving you maxed resistances against later enemies aswell, because that rating is going to be worthless later on.