a person should never get so much resists that damage spells actually heal them. at least in my opinion. that is just stupidly overpowered against enemies. there should be a hard cap where you never become immune or better.
I disagree with this. It's interesting to get an elemental immunity or two, or to stack one high so that it heals you. What I do have a problem with is getting immunities/heals across the board. Getting even a single immunity/heal should represent a considerable investment in gear and/or build, in such a way that it forces you to neglect other elements, and this currently isn't the case. You can apply one of
each Essence to a piece of defensive gear, and this really needs to be changed, so that using an Essence wipes out previous Essences (just like with weapons); perhaps Essences could even be made slightly stronger under certain conditions if this were the case, to provide a large bonus to a single resistance. I feel there are too many strong sources of "resist-all" (such as plate armour, Rubies, and Weather the Storm), and I feel that such sources need a serious balance review, perhaps removing one or more from the game entirely.
In short, I think it should be possible to get your resistances to, say, 75/75/75/75. Or, alternatively, 120/60/60/60; you now heal a bit from Fire, but you take more damage from the other elements. I think that's a fair tradeoff. Or even 120/120/30/30. What I don't think you should be able to do is get to 120/120/110/100. The first three scenarios aren't really OP, but the last one is. In my view, it's not about hard caps, but about soft caps, limiting the amount of total resistance available so you can't stack everything up to the sky.