Some things this is not: It's not about PRR, nor is it trying to "fix" anything with PRR in a large way. It could have been some other kind of debuff (a stacking DOT would have be simple and still might fit "Elemental Evil" better). It's not about changing all of DDO or build choices or play styles in all future content. It's a Temple thing - it could be something we use elsewhere in a similar form, or not if it doesn't make DDO better. It might never show up again, or may evolve into something "better", because we always want to do better.
This is partially an experiment (as every update in DDO is) to try something new. If it works other kinds of debuffs, possibly somewhat similar, may happen. As with anything a monster does, we do expect gameplay to happen around it (not merely build choices).
Theoretical Problem: Weak monsters are often highly ineffective against player characters, even when massed to very high numbers.
This is a possible kind of solution that doesn't particularly make these weak monsters much more dangerous,
unless you are trying to fight a great many of them at once. Obviously we don't expect most players to play very differently at all if they are getting -2 or -4 PRR. -100 PRR may be worth playing around. There are certainly some player characters who wade in and take dozens of hits in a few seconds. Exactly how it's dealt with will likely vary from player to player and character to character, which is fine.
We're not trying to universally change how DDO is played. We're trying something new for Temple of Elemental Evil (for the next Lamannia build, anyway!) that lets us make one area different from another, whether that's different quests entirely or areas within a quest. We have to keep trying new things to keep things interesting and different. This is an important part of our job!
