Ghostbane was motivated by exit polls of newer players who found undead hard to kill. Well roll a new character and equip for your first Delera's run without pulling stuff from one of your established characters. Delera's is undoubtedly the "new player fuse" that caused "ghostbane".
Yes that right, there's no more pure good or righteous and holy + ghostbane weapons on the AH below ML10 or 12 are basically non existent of any variety.
So not only did your changes make it HARDER for a new player who don't know how to kill undead... it made it HARDER for everyone who doesn't already have undead beaters, even if they already KNOW how to kill undead. Of course this is to say nothing of all the stuff those new players will run into later that are also really hard to kill if you don't know how
Now as I log in one of my other characters that has spectral gloves/Ethereal bracers in the bank and a holy/pg and pass it to my new alt, because I have pages of twink gear. I am reminded why Turbine needs to start asking the player base for feedback before slipping in re-boots of entire systems. Really we could have helped you with this... and we WANT to help you, but you didn't even tell us... and now you have a new system which almost everyone thinks is terrible (in terms of all the loot looking the same see: +1 boredom of funbane) that doesn't even address the problem you thought you were correcting (actually makes it worse)... In the mean time those new players who manage to luck into a Holy I of Ghostbane get through Delera's only to fight their first Golem or whatever or eleventy billion other mobs with other kinds of DR, and THEN they quit... Now your exit surveys say "new player: Golem/Construct/Elemental/Reaver/Fiend TOO HARD, DO NOT KNOW HOW TO KILL!"
And no the answer is not to make every mob in the game simple and chase away your existing player base that wants a deep MMO because if we wanted to play WoW or NWO we would be their... the answer is to educate new players properly in Korthos, foster a "mentor" program, improve the community especially in relation to new players meeting established players and most of all: embrace (and promote) the "Advanced MMO" niche DDO is in, because if undead are too hard... it might be that the whole game is too hard and this just wasn't the game for them.