Originally Posted by
Eladrin
Thank you for the feedback on the Hard to Kill buff. We're planning on making changes to it based on your comments.
Instant death effects are a powerful tool that are difficult to strike perfect balance with. We've wavered over time from completely unusable (old Epic blanket Death Wards) to excessively strong (the current live situation). When they're completely unusable, that's a bad thing because it decreases the number of options you have to deal with encounters. When they're too strong, they likewise decrease the number of viable options that exist, and can dramatically reduce the enjoyment of other characters in your party.
Hard to Kill was intended to be a system that would put some restrictions on death spells, dropping once the enemy was reduced to half health, in an attempt to promote teamwork between casters and the rest of the party. We intended for this to turn death spells into an "execute" sort of mechanic - the party could take the monster down to half health, and then a Pale Master (or other caster) could finish it off.
The system turned out to be too restrictive, and we're planning on making changes to it.
In the Hard to Kill thread, there was a suggestion to use a system similar to the change we made to Saves vs. Poison. We considered this internally - giving players and monsters a bonus to Saves vs. Death Magic* (but not physical death effects like Assassinate) if they were at high health, and a penalty if they were low on health (on death's door!) This would not have included the "don't fail saves on a natural 1". Monsters on different difficulty settings would have had different save bonuses.
This would have kept the desired "let people do something in fights, prep monsters with Improved Sunder, and stuff like that", but we decided that it would have excessively harmed casters with low to middling DC's, who would go from being able to occasionally land a death effect to ending up in a situation pretty similar to the original Hard to Kill.
We want you to be able to have the "moment" of killing a bunch of creatures with a death spell, but don't want to leave the rest of the party with little to do. We want to control how often you're clearing rooms of all enemies with a few quick casts of a spell, but don't want to have even longer cooldowns (which again unfairly harm weaker casters the most, since their death effects are less likely to actually stick). We realized that the key was to let you use your death effects, but apply restrictions only when they're used successfully.
Our current idea is as follows:
When a death spell successfully kills one or more targets, the caster acquires a debuff called "Haunting" for each target killed, for a short period of time.
We're still working out details, but right now, Haunting is a stacking debuff that lasts 15 seconds and applies a -2 penalty to Death Magic save DC's. It decrements by 1 stack whenever the timer runs out.
We may consider a small buff on Hard/Elite/Epic Hard/Epic Elite difficulties to Saves vs. Death Magic for players and monsters at full or very high health, as well as a penalty at very low health, but at much smaller numbers than we were considering previously, when that was considered as a standalone system prior to the implementation of Hard to Kill.
This system essentially would create a "soft cooldown" that is triggered primarily by mass death effects, but still lets a caster Finger of Death a creature or two in fights. It has no effect unless you succeed, so weaker casters aren't harmed by it, and in emergencies even if your Haunted stack is high, Power Word: Kill can still strike down an enemy. (Its effectiveness is not reduced because it doesn't have a saving throw.)
Since your cooldowns wouldn't be longer than they are now, it would be up to you whether you wanted to chain death effects together, debuff opponents with spells like Energy Drain or work with a character with Improved Sunder to overcome the Haunting, or save your Wail for strategic moments when it will have the biggest effect.
We're still working out the details on this, and will then send it on to the engineers. Let us know what you think! Suggestions for improvement are welcome.
* I love making first edition references.