Undead Changes: Experiences and Suggestions

Aarsyn

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Jun 14, 2024
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PREFACE:
I am generally arguing for making the undead more difficult, yet certainly possible, to fight. My character is currently a level 8 ranger, and with no specialisation against the undead. However, I have fought them at earlier levels before they were changed. The following is a revision of the feedback I've given in a ticket - entirely open to comments from other players as well, whether they agree or not. It is also meant to be a much more thorough and constructive report, hopefully addressing the mistakes I have made. Also, I am not too mechanically knowledgeable, so if I get the specifics wrong or don't use those terms to explain the why of what I highlight, it's because of that. Further clarification from players and such is appreciated and welcome on my end - so long as it doesn't devolve into theory-crafting and what staff might take issue with.


MECHANICAL EXPERIENCES:
1.
With the recent changes (April 3rd patch, still applies), I found myself dealing tremendous amounts of damage (consistently 3x more at level 8) to most undead to the point they’ve become far less of a threat than what they used to be. Paladins and all divine / positive damage dealers practically carve through them like butter – including the wights and ghouls. To put this into perspective, before the change, even at level 8 I barely did any damage to them. However, from levels 3-8, with the right team, I still found them doable despite that, and I know of mundane, melee characters who also did. It was a challenge, but it felt rewarding and serious - both gameplay wise and in-character, which I will get to in the appropriate section.

2. While due to IC reasons my knowledge on Bormton's undead mechanically is incomplete, I've noted that the ghouls in the Ravine and even the Brides of the Pyre aren't too great a challenge. When I went to scout it, I had absolutely no trouble - excepting being diseased - from handling the surroundings alone. This raises several issues narratively as well, but if such a location and the path to it would be relegated to be middle level, then that would require later dungeons to be elevated in severity, essentially inviting power creep. Bormton is the perfect place to be a very high level area that requires the utmost diligence and ability in attempting to handle. This should be mechanically reflected through the powerful and highly dangerous forms of undead there - even the ghouls towards it. The diseases these ghouls can inflict people with are, however, a step in the right direction in my opinion.

3. Wraiths, ghosts and generally anything with concealment is now also possible to hit with regular weapons. They are still terrifying to face, especially due to their dreaded fear effect aura, but I think this is another change that removes a little mystery from them. Higher level characters can still handle them reasonably, but they're the only type of undead - save for certain ones I will not spoil - that could be considered "higher level".

4. Skeleton Barbarians (and most enemies in the Mausoleum) hit like trucks to the point I'm not really sure what level they should be tackled at; we're taking massive hits at level 8 - even more so than areas further out there. It's a bit of a whiplash: they're possibly the closest fully-fledged dungeon to Murann, yet also house stronger types of undead - and more of them - than those certain dungeons much, much further out there.

Ultimately, having removed their DR and such made it so that the unique nature of these enemies is diminished. There's no special way of handling them e.g. with divine, magical or mundanely sourced methods like blade oils. You don't need any kind of thinking or preperation, you just need brute force or a higher level. This axes several routes of RP such as being specialised against the undead trivial, while also making these enemy types feel a lot more game-y. As a result, it also fails to set the tone that they embody the twisted means by which they were created in how unnaturally resilient they are. At level 8, there's little save for Bormton and ghosts that feel challenging and rewarding to fight, leaving the majority of the undead to function the same as bugbears: hard-hitting enemies. It removes the depth they give to dungeons overall: for example, they might as well be replaced by goblins in the Empty Walls ruin and nothing would change.


NARRATIVE EXPERIENCES:
These mechanical changes have also created ripples in the game world. For example, if us repeatedly killing undead have made them grown weaker / they have generally become lesser, that logically made us rejoice and double our efforts to completely wipe them out altogether. This damages their IC credibility as serious and ever-present threats and removes the mystique they should be narratively treated with. Some of the explanations I've heard is that it is tied to the Weave having weakened somehow, or that necromancers have to resort to remains that are constantly being battered into powder by adventurers.

This is also strange as, for a year supposedly - and even before that - they were at their pre-nerf level of power, and our characters have been fighting them for that long or even more. That is why they were feared. They're narratively not a common threat to be regarded as "lower level" with the likes of goblins, kobolds etc. just because they may be in the same dungeons. As the world regards them, they're exceptionally sinister creations of pure evil, and so their weakness makes their creators appear incompetent and unlike the clever, morbid mages that they are. To that end, it also lessens the argument against magic that, due in part to this specific branch of it, so many horrible deeds were done that, maybe, it's better to have greater limitations on magic, etc.

It even partially undermines IC efforts to warn people away from Bormton - which the world even reinforces - as the same applies to the undead there and, perhaps, require a DM to prevent its trivialisation to adventurers. Even before these changes, when few were at the level cap, groups already delved deep into Bormton. There is little reason now not to get the strongest characters and go and kill everything in sight there in an attempt to end the curse, as there's no better time to strike at the undead than when they're at their weakest.


SUGGESTIONS:
1. The wights' level drain should be swapped out for some kind of disease / poison affliction (though not STR damage preferably). This simply makes more sense in a diseased, fungi-ridden sunken crypt. With my second point in mind, this could be perfectly reasonable. As for the skeletons and the like, returning their DR would be good. It would see them returned as legitimate threats in the world and show why the dark arts might be so enticing to some.

2. Divine / nature, perhaps even arcane magic users have abilities to treat this. There should, of course, be a mundane equivalent to it: kits that remove disease / poison or something like that. It would necessitate preperation and understanding of the type of undead, the area, etc. Also, the undead types deeper into Bormton are still strong regardless of level, so I hope that's true and someone could confirm it. I would even suggest that the enemies here should bestow minor curses sometimes to fit the theme of Bormton, give the players something to RP, as well as other reasons I've mentioned.

3. Give wraiths and other ghost enemy types Level Drain. This would make them terrifying to fight and make people think twice about doing so in-character, while also being coherent with what this enemy type could do. It is also something that the higher level characters facing them would have the abilities and the wealth to treat, yet it wouldn't be a trivial matter in combat or outside of it - also potentially giving them something to RP.

4. It makes little sense to me why they'd be even used here mechanically and narratively as well. They should mirror the small crypt right next to it, but simply bigger, with some fading wraiths used sparingly to make them stand out and feel like a greater threat. This would make it so that the small crypt could be a taster of sorts - a test of one's preparedness and might against the undead in the first place, and also lead more naturally to the bigger dungeon, with better rewards.

P.S: There is much more that could be discussed with them, I think, so if I left out certain arguments or points that's probably why. Again, I'm looking forward to the responses to this and I will consider them and elaborate accordingly where I am able. I tried to keep it relatively brief and easy to skim through, while also being concise with the general gist of it.
 
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This post articulates my thoughts and feelings on the subject very well.

While I can understand changing how the undead DR/DI to be less punishing on certain characters (Dex/low Str.) I feel like it was an overcorrection and for me, I think it has removed some of the strengths that certain classes had over others unintentionally both mechanically and narratively.
 
OP has hit the nail on the head in terms of my feelings.

I enjoy the fact that other dungeons are being shifted in terms of difficulty, but the undead always felt like a risk vs reward scenario and something to be afraid of, cautious and otherwise uncertain about facing. Now? They miss that feeling of trepidation. Much like OP said, it's just Goblins but skinny. One of the exciting things about facing the undead was having to prep in certain ways, but now you can simply use brute force.

I'd like to see Holy Oil be longer-lasting and more prominent when it comes to facing these threats so you don't need a divine caster specifically, but I enjoy the idea that you might have to figure out a mechanical puzzle in how to overcome a difficult enemy, rather than just the age old resolution of KEEP SWINGING!
 
OP has hit the nail on the head in terms of my feelings.

I enjoy the fact that other dungeons are being shifted in terms of difficulty, but the undead always felt like a risk vs reward scenario and something to be afraid of, cautious and otherwise uncertain about facing. Now? They miss that feeling of trepidation. Much like OP said, its just Goblins but skinny. One of the exciting things about facing the undead was having to prep in certain ways, but now you can simply use brute force.

Id like to see Holy Oil be longer-lasting and more prominent when it comes to facing these threats so you dont need a divine caster specifically, but I enjoy the idea that you might have to figure out a mechanical puzzle in how to overcome a difficult enemy, rather than just the age old resolution of KEEP SWINGING!
I agree, consumables like holy oils could act as a workable, reliable "we don't really need the gods" alternative to divine and arcane magic. Just like Witcher blade oils / potions, they could be mundanely sourced by artificers, chymists, or just certain professions, for characters who don't like magic. This would be great as to open ip several new avenues to RP, support the existing lore, as well as, like you said, be part of a "puzzle" on how to overcome certain enemy types. Perhaps there could be different kinds of oils - of varying quality - that could do different types of damage. One could be useful for undead, one for ogres etc. There's a lot that can be done with this and it'd introduce a new level of nuance.
 
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I do have to run some more tests, especially with more high end enemies as I had very little time lately and not a lot of chances of dungeoning.
But having said that, some feedback from a Cleric player.

Before any changes, Paladins were *the* way to defeat undead, alongside STR based martials. Clerics came about on par with martial as usefulness due to turn undead and the very powerful heal spells, but it was something also paladins could do alongside being able to weild a two handed weapon and usually high physical stats; still clerics felt really powerful till they had slots/turn undead charges.

After the removal of bounties when using turn undead, the feature has become, basically, useless. I know it was done to prevent easy farming when reaching a high level (low level undead being instakilled by turn undead could make bounty farming basically effortless), but now I simply do not want to use the feature anymore, as every single fight with a mob has only one reason: get the bounty.

With the most recent changes, however, the usefulness of the clerics has been again greatly diminished to favor martials and, more than anyone, paladins (oh and favored souls too).
That's simply because my class resources (spell slots + turn undead charges) are strictly limited by the rest feature, when I'm out of spells, I'm basically a very weak fighter as most of the buffs have little duration (and when fighting undead, it's *always* best to use all the slots to just kill them), martials, however, have a somewhat near infinite amount of resources: their HP.
They can still do considerable damage to the undead by using two handed weapons (while I, generally, cannot) and by using kits, they can replenish their HP resources.

Before any changes, my healing spells were limited, yes, but meant killing an undead fairly quickly, while with the recent changes a strong fighter can take down the undead basically in the same time I take to cast 1/2 spells and paladin basically do the same thing with the option of having some cleric-like abilities/spell.

I think undead were meant to be fearsome foes you *need* specialized tools to defeat them, the recent changes has made the great many of them just any other mob, just somewhat more spongy and made the cleric orphan of it's defining feature (even without taking into account the impossibility to use turn undead).

I agree that the current situation is a bit of an overcorrection that trivalize an enemy that should be more fearsome. Maybe the real issue with the frustration some had with undead was either a lack of strategic knowledge or the fact that undead enemies are, currently, very common in the world.


So my suggestions, increasingly more complex as I go on, are:

1. Reduce the number of undead dungeons to specific locations and/or use undead as "mini bosses" in dungeon where they are not the main theme
2. Bring back up their DR to mundane weapons and at best assure that *one* damage can be done to them with every hit, but no more. Incorporeal undead CANNOT be hit by anything that isn't magic, so it's not about concelement, it's that they are simply not tangible and they need to be dispatched using magic or empowered weapons.
3. Increase vulnerabilities of certain undead to only certain kind of weapons (Skeletons should basically wave off any damage coming from slashing or piercing, but should suffer bludgeoning greatly)
4. Introduce some more "special attacks" or "special features" to make undead enemies more fearsome and unpredictable (more common undead fortitude, bleed effects, knockdown etc), but do avoid, when possible, effects that are simply frustrating (reduced strength is insufferable due to carry weight, making the whole endevour just more boring and not considerably harder)
5. Add different ways to the players to circumvent their high DR, not only using a good weapon, but maybe have their DR reduced/removed for some rounds after they take divine/positive damage, this would make divine classes that have access to that kind of damage even more fit to handle them, but also make the fight better for everyone, not just them (eg. I activate my divine might, I hit the zombie once and I do small damage... but his DR is down! The fighter can now just cleave it in half... teamwork!) - this would need some balancing, maybe reduncing the undead vulnerability to positive damage in exchange for temporary reduction of their DR might do the trick.
6. Reintroduce bounties with the turn undead feature and remove the autokill, replace it with just a flat percentage of max health removed, but prevent them from actually dying - I also think undead afflicted by turn undead should have their DR reduced like they got damaged by divine sources as I said before, but this might need some testing for balancing.
7. As a very long term suggestion, I would look into some more interesting spin on turn undead, like it was done in 5e with Channel Divinity, maybe keeping it behind a feat that allows the cleric to "retool" the charges in something different, possibly tied to their domains... but this is a very long term thing!
8. Again, as a long term suggestion, consider if the cleric *needs* to be a mediocre fighter when all its resources are depleated, or if there's a chance to either regain some charges/low spell slots in exchange of something (eg. roll of concentration to regain lvl 0 slot/turn undead slots every so often, or gain lvl 0 spell slot in exchange of health/temp debuff)
 
I think DR is problematic to put on mobs carelessly, and I agree that undead DR should have been reduced so that non-2h users can actually damage undead. However, I think that a higher DI should have taken its place so that everyone is dealing with the same resilience equally.

E.G instead of DR 5 & 50% phys immunity, a flat 75% phys immunity to maintain the value of elemental damage and allow non-2h users to contribute. Maybe phys DR could find its place against players using the wrong damage types, as an immediate way of knowing players are using the wrong weapons.
 
I think DR is problematic to put on mobs carelessly, and I agree that undead DR should have been reduced so that non-2h users can actually damage undead. However, I think that a higher DI should have taken its place so that everyone is dealing with the same resilience equally.

E.G instead of DR 5 & 50% phys immunity, a flat 75% phys immunity to maintain the value of elemental damage and allow non-2h users to contribute. Maybe phys DR could find its place against players using the wrong damage types, as an immediate way of knowing players are using the wrong weapons.
I would make 1h do *some* damage only if it's a weapon that specific undead is vulnerable to, otherwise I like the basic immunity from attacks if it was done with a 1h weapon: makes them very specific foes to deal with, leaving the work to specialists (and to a lesser extent martials).

Going out to a zombie, trying to stab it with a dagger only to find that the attack is overall useless is a great humbling moment that I'd like to keep; not sure it would be the same if the damage is generally just reduced.