Resistant Hide is awesome. In some battles, you are pure invincible with it. I noticed that all 3 classes could have it until a few days ago. In any case, I think it's fine that all classes can have this item, but for Fighters and Clerics, you should require maximum talent points to use items that have it.
The only issues I have with this card is the lightning and poison damage. The point of poison is that it isn't prevent by armor, and it doesn't make since that wearing a hide would cure you of poison. Also, when fighting against some mages, they only deal electric damage, and i've won a match with nothing left but my wizzard in single digit life because he was literally immune to the damage the last guy dealt. I haven't had many chances to play multiplayer and so I don't know how it holds up in that, but perhaps a good ballance for this card could be removing the poison and electricity resistance but make it not be dissolved by acid? That doesn't make it impossible to get rid of (with shred or forget cards) and it also probably wont render entire decks worthless.
Hmm . . . on the Electrical side, I think that ascribing this problem solely to electricity is missing the point. The entire discussion of "it's overpowered" has been about that scenario: Fire Imps are just as doomed as Electrical-powered Troglodyte Wizards. "Total immunity" is always a question, and it would STILL "render entire decks worthless" with your suggested change. It's up to the designers to decide how much "total immunity" they want players to have, and to give magic-using enemies other ways to kill you. Like I said before: The "sense" of immunity to Poison is up to the designers, really. Consider the other magical properties that people get in this game: Simian Reflexes from putting on a mask that looks like a monkey? That makes sense somehow? But hey, maybe Resistant Hide would, in fact, be better if it prevented Cold damage instead of Poison. Edit: I edited this post a bunch of times. Hopefully it doesn't sound insulting or anything. Edited edit: Argh, I just remembered another thing! Don't forget that enemies do the same thing to you, completely ruining your play by being immune to Crushing damage or Slashing and Piercing damage. . . . If they draw the card, and if you don't make them discard it, and if you haven't planned properly to circumvent their immunity. In other words, the designers want "total immunity" to be in the game, so what's more important here is figuring out whether it's balanced.
My point about crippling less decks was in multiplayer, as I think with the rarity of pure fire or pure acid enemies and the fact they usually come with other allies makes it ok. Yes you can make a pure fire wizard deck yourself, but I wouldn't recommend it in the first place. Edit: In response to your last edit, you can't gain access to cards that slimes and skeletons have, AI's having immunities is something for the player to work around, adding strategy, the player having immunities prevents players from needing it.
Wizards are insanely strong in pvp right now with range 8 attacks that do 10 damage to 3 targets and masses of control spells i don't even personally feel it was right to remove resistant hide from warriors and priests but i will trust the devs judgement as the game up to this point is amazingly well made.
Heh. And with a coincidence of cards, my Warrior can do 50 damage in one melee hit. Obliterating Hack, All Out Attack, and Horned Plates in my hand; Unholy Wellspring, Blind Rage, Mass Frenzy attached to my Warrior; Unholy Curse and Vulnerable attached to my target. Miss just a few of those, and my Warrior STILL does more damage in one hit than the Wizard can either take or dish out. I'd just have to avoid regular Blocks. Basically, each thing has its own counter. Often more than one.
Honestly, i think this card needs to be removed, trimmed down in its abundance, or increased to higher rarity. Its the "all-purpose" wizard annoyance with little cost. It comes on practically everything, provides a good 2 armor at a decent roll with is fantastic. Lastly a whole mess of resistances that prevent all damage at no extra cost!
Watching a 1pt Trog laughing as I turned the floor to Lava underneath it whilst my mage tried to put 20,000 volts through it was the last straw...
This part, at least, should no longer be true. Resistant Hide is only allowed on Robes, meaning a) only wizards can have it, and b) you can never have more than 2 in your wizard's deck, unless we decided to make something down the line that's 3 x Resistant Hide -- something we're not leaning towards at the moment. Resistant Hide is now mostly good for protecting wizards from other wizards. It's still a fine card, but it should be appropriately limited by its scarcity and applicability. Can't make any promises about monsters having it, but there you can more confidently load up on Penetrating attacks, Boiling Armor, Dissolve Armor, Shredding Strike and various Acid spells... assuming you don't just want run run your warrior up to the critters and smash them in the face.
But with the control wizards have you would die before you got to them unless you are running all elf warriors and even then there are ways to push and slow you enough.
Remember when I said "Basically, each thing has its own counter. Often more than one"? That was the short version of an essay wherein I delineated every counter to every "But you can just do this!!!!" comment such as arises when discussing strategy games. Because you had already mentioned "control," I was already thinking of builds to bypass it: Blocks. Now that I've mentioned Blocks, you're thinking of builds to bypass it: Dwarves with War Cry. Because you're thinking of Dwarves with War Cry, I'm thinking of builds to bypass it, and so on. I got tired of those arguments in middle school, so I'd rather not start up now.
I honestly would push it even harder: remove electricty immunity or make the armor 2 always trigger on electricty (and keep all other immunities, they are fine - not as game-breaking as electricy immunity on few levels with wisps only - basiclly you can 'afk' with resistant hide)
I never intended to pull it down to school level i just meant that frost + firewall wizards are really strong and my opinion was that you needed the hide as a counter but i don't really care in the end as i trust the devs.
No reason to remove it. Making it wizard only is fine as there are ways to bypass the armor or remove it. Wizards have more means to remove armor than the other classes at the moment.
I wonder if they intend to include other armor like this. I was considering Arcane, which isn't blocked by Resistant Hide, and got to thinking: I know there's an Armor Of Doubt item, but what about some sort of "disbelieving armor" card? Something that granted immunity to Arcane and, say, Unholy? Maybe an item for Priests alone: Resistant Hide is mostly beneficial against other Wizards, and Unholy only comes from other Priests. The Arcane would be a nice perk, messing with Wizards; and the low total amount of immunities would make it less of a "must-have" Priest item.