Okay. Things I've discovered.
1. Armors for casters are now competitive with armors for melee units
(I think the implementation of this change was poorly thought out, but at least now they are near equal; The reason I say poor, is because both armors now have high evade and defense, rather than one set having Evade and the other set having Defense, which is how Light armor versus heavy armor should be implemented)
[I'm not going to look a gift horse in the mouth though; this is at least 'Balance.'
2. Alot of skills have changed.
Things we need to look at:
CB the heals were overpowered before you enhanced your weapon attack power.
In the Stress Tests, they don't seem to go far ENOUGH. I havent enchanted a wep to 10 yet though, so I don't know by what scale. I do think it'll be a close call though.
Poison is now worse than it was. Instead of doing a fixed 70, now it does a fixed 50. They DO seem to tick quicker though, so I'm curious about verification on that.
Also about Poison: I notice that magic damage on the initial Poison hit, is only hitting about 50% of Magic attack of other skills (if Dark Circle hits 200, Poison hits 100). I do like this, if the damage per tick on poison was higher.
Dark Damage skills seem to have been boosted in their per level damage increments, and that seems proper.
Wild Aspect has been reduced from adding 300/500/800 HP, to only adding 5%/10%/15%. It's pretty much worthless.
Golem Aspect has been increased in how much defense it adds, and decreased in how much evade it adds. Ditto.
Wilding Aspect has went from 75/100/125 Speed to 125/175/225 Speed, so it's better.
Sacrifice was modded to sacrifice half the HP, to gain half the MP it used to, with the same 1 minute CD. It either needs a bigger MP gain/HP sacrifice, or it needs no CD or a MUCH lower one (10 sec) to make it a pheasible skill.
One major Mob Issue:
Rapturion Nighthawk: It has a ranged attack that has no Cooldown at all, that casts a 3 second silence. Casters literally can't fight it reliably. I dont mind mob debuffs, but they need to have CD's so they dont destroy grind pheasibility.
Blue recipes were added as drops. BRAVO!
Rune Drop rates seem to have been massively reduced. This I do not agree with because we NEED those runes to combine, and make better runes. I'd say for every one rune a person will successfully link in OB+, we will consume 30-50 runes making that rune.
Magic Crit Rate runes are still not in the drop pool.
I'd love to hear some run downs of what was done to other classes as well.
@ Kage: I was still pulling whole rooms after the glitch was fixed in. Then again, I was also max linked