It would also be adding a cascade failure mode to SR and I don't think most SR scrappers would appreciate that.
The scaling resists are not in fact as worthless as you describe. At, say, 30% health remaining the passives are up to 30% resistance, and 30% resistance is more than many resistance sets get to non-s/l damage by default. And that's inside SR defenses which block most hits from landing. In most real-world game situations the scaling resistances offer a significant increase in survivability all by themselves. With no other resistances, a single hit would need to deal damage equal to about 43% of your health bar to kill you through the scaling resistances at 30% health. If you're getting hit by attacks of that magnitude, you're going to be 3-shotted either way.
What about that would change if it was reversed, other than heals bringing your damage resistance back instead of taking it away?
Oh, and having less than max health not necessarily resulting in being one-shot by a massive attack.
Shield gives you a higher max health, plus a small pool of constant resistance in addition to a damage buff and a fairly wide PBAoE attack (along with a T9 that offers resistance and an even higher max health).
Energy has a Psionic weakness but select resistances plus debuff resistances to most debuff types. It also has a heal and a regen buff built into one power, a means to recover endurance, plus a means to generate additional recharge (up to and exceeding what SR can get).
Though it lacks knockback protection (which is easily remedied) Ninjitsu has protection against confuse and fear, a heal, a PBAoE placate, and a to-hit debuff/sleep with a chance for confuse.
Super Reflexes has Quickness, and then it's just direct mitigation. It doesn't have any of the fancy tricks the other sets have, so why not put the resistance somewhere that it can help on the very first hit that gets through its defense, instead of the last?
The scaling resists are not in fact as worthless as you describe. At, say, 30% health remaining the passives are up to 30% resistance, and 30% resistance is more than many resistance sets get to non-s/l damage by default. And that's inside SR defenses which block most hits from landing. In most real-world game situations the scaling resistances offer a significant increase in survivability all by themselves. With no other resistances, a single hit would need to deal damage equal to about 43% of your health bar to kill you through the scaling resistances at 30% health. If you're getting hit by attacks of that magnitude, you're going to be 3-shotted either way.
Oh, and having less than max health not necessarily resulting in being one-shot by a massive attack.
Shield gives you a higher max health, plus a small pool of constant resistance in addition to a damage buff and a fairly wide PBAoE attack (along with a T9 that offers resistance and an even higher max health).
Energy has a Psionic weakness but select resistances plus debuff resistances to most debuff types. It also has a heal and a regen buff built into one power, a means to recover endurance, plus a means to generate additional recharge (up to and exceeding what SR can get).
Though it lacks knockback protection (which is easily remedied) Ninjitsu has protection against confuse and fear, a heal, a PBAoE placate, and a to-hit debuff/sleep with a chance for confuse.
Super Reflexes has Quickness, and then it's just direct mitigation. It doesn't have any of the fancy tricks the other sets have, so why not put the resistance somewhere that it can help on the very first hit that gets through its defense, instead of the last?