Wait, this cap is INTENTIONAL!?
SHENANIGANS! I DECLARE SHENANIGANS!
The resistance cap makes no sense. The game as it was before was clearly designed for elemental absorbtion. Partially because of all the ways to get resistance high. There's potions that gives +100% resistance. Why would those even exist if you weren't supposed to get more than 80? And then there's elemental shields and absorbtion, elemental essences, rubies, the man at arms skill that raises your resistances by upwards of 25%...
And of COURSE there's zombie.
And then you have the huge amount of area spells. The game is so much more fun when you can build to avoid friendly fire, and being able to make a character absorb elements allows you to actively work with that element. It's a fundamental shift in gameplay.
The resistance cap change needs to be undone. It doesn't fit with the game at all. It's something that could have worked if it had been built in at the start, but - especially for those of us who are 90% of the way through the game already- changing it now is jarring and inconsistant and makes no sense to the way the game is built.
Hell, there's a path that you need fire immunity to take. There is one area that is /only accessible/ if you are immune to fire. The temple with the three paths: the immaculates, the demons immune to most things, and the lava? That one. The dialog says you can totally take the lava path if you can handle it. The game is built for elemental immunity/absorption.