Now that the NDA is lifted, and things are in Open Beta, I wanted to highlight something that most people probably never noticed because it was buried in an obscure thread in a less active subsection.
Removing immunity to Poisons and Diseases created some very silly situations. Annoyances, such as Undead Forms suffering stat damage and having to go to relatively long lengths to remove it. And amusing situations such as people who were entirely too reliant on their protections learning hard lessons, such as the need to watch for Pit Fiend Poison debuffs. But ultimately, so long as you are prepared and paying attention to what is happening the impact is fairly small. And even without liking the change, the reason for it (that this was unduly restrictive on design options) is still understandable.
Removing immunity to Holds or Commands, however, does not make sense at all. Read over the design blogs about MMO development, or even video games in general, and they nearly unanimously agree on this topic; People like playing video games, players do not like not being able to play the game because all they can do is stare at the screen with no control over their characters. Helplessness does not create interesting combat situations. It does not allow more freedom of design. All that it really does is make games feel like they are going back to the antiquated designs of EverQuest, before designers had a decade and a half of experience to learn from!
Sticking in paid options to revive and attempt to recover from this inevitable and unavoidable death just makes this even worse. It is a return, and not in a good way, to the 80s/early 90s 'quarter feeder' arcade games. Combat helplessness lasting longer than just a moment for players is something that was well on it's way to extinction. I have no idea why it is that the DDO staff feels that it is appropriate to remove the abilities that safeguard against this. But I have to say, it is extremely disappointing to me.