Yes, and walking from A to B is easier to understanding how a car functions, or to learn riding a bike.
Simple is not automatically the optimal thing. And you also can’t expect something awesome to come from basically nothing.
Much like nobody will re-invent walking to make it better then using any mode of transportation besides walking as that option simply doesn’t exist. The same thing for developer as they cannot create a great experience without the necessary tools.
If you want simple I recommend a more simple game targeted at people which don’t want to have the need to use their mental capacities in any major way. Which is absolutely fine. There’s a reason why games like ‘Candy Crush’ are absolutely going off to high heavens. You don’t need to think, you only need pattern recognition. Or why all those ‘Clash of Clans’ type games bring in more money then anything else. You just need to be there more then others and if that doesn’t solve it then throw money at the solution until it works out.
But if you want to use your brain and actually are someone which relies on decision-making with weight and reasoning behind it then you instead play games like PoE, Dwarf Fortress, Factorio, Caves of Qud, Blue Prince… and so on. Those are inherently complex games in one or another area, needing you to actually use your brain to succeed.
And LE as well as many many many other games? Somwhere in the middle.
As for the target audience of LE? Leaning towards PoE vastly more then towards D3/D4. It has substantial overlaps with Grim Dawn.
Hence it’s expected to use the brain accordingly to that… and I’m sorry to say… but the Diablo DR system? That one is so one-dimensional in design that it elicts not a single ounce of enjoyment for the build creation, your build is pre-solved immediately without variance since you cannot create any variance as… well… it has no other dimensions then that one which actually matters, everything else is peanuts after all in terms of effect.
Now… if you have a situational DR system which actually does affect only parts of the whole and have to hence decide which to use to how much of a degree at least so the cumulative effect is more powerful then heavily leaning into a single avenue… that’s a start already!
Oh wait! That kinda sounds like resistances + armor already! For example. Still simplistic after all… so more elements come in. Armor or evasion? Evasion or Ward? Scaling Health with endurance or rather using things like parry or block?
Those need to be different choices based on different viable compositions. Not a ‘all in one deal’ where you gotta have em all or fail..
Universal DR is the lowest possible layer a developer can take for a defensive measure outside of more HP simply. It’s inadequate for the expected complexity of the game. Miniscule extra measure? Fine!
Prevalence like we see nowadays? Not fine as it reduces variety.