I personally haven't noticed a difference, although a lot of people apparently have. Are you targeting the same mobs you were targeting before the patch? I have a cleric killing yetis in DL and the number of root breaks seems about the same. On this server I've always found that high dark blue monsters will resist your shit a lot, but low dark blue monsters will almost never resist.
From a game design perspective (although this is irrelevant to the server's intention of being as close to classic as possible) I think that giving monsters high resists is a good idea, because it makes it harder for players to solo and to trivialize content. The game is supposed to be built around grouping but it's often more efficient to solo, and part of that is the fact that it's easy to control a battle with spells like root. If root's being resisted or partially resisted a lot while you're still being beaten on, you might be more inclined to find a group where you can handle monsters more easily. The game is modeled on D&D, yet monsters are much dumber since they don't have a human being controlling their actions and crowd control spells are much more usable since you're not limited to a couple of casts before "resting" and you can find situations in which you pretty much have a 100% chance to land them.
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