QUOTE(Tenboro @ Apr 25 2011, 01:46)

Stamina
I'm gonna withhold judgment on this system for now, but I think it's a decent idea. It could potentially use some tweaking to not penalize the really hardcore players, though (I don't count myself among that group... I play less than 1000 rounds a day on average).
QUOTE(Tenboro @ Apr 25 2011, 01:46)

The RiddleMaster
Hmmm, not sure how I feel about this. Only seen one so far, though I've only done T&T and FSM since the patch.
EDIT: OK... that's a bit annoying. When you get into the grove of hitting your spell hotkey, then "1", then Enter to clear round-end messages during GF, you get pretty badly fucked over when a maze shows up. Any chance you could make it so the only way to submit the maze is clicking? That'd really help prevent accidental failures.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Snowflake's Shrine changes
Oh man, artifact prices are going to
skyrocket.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

The magic damage penalty for Interference is now reduced by 1 for every 25 points of Intelligence/Wisdom.
Oh this is a great change! I'm sure the heavy tankers will love this, as it's a much more powerful interference reducing effect than before.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Second Wind and Powerup Gems
- The random Second Wind effect has been removed.
- Health Gems now recover 100% of base health, up from 25%.
- Mana Gems now recover 50% of base Mana, up from 25%.
- The restoration effect from Health, Mana and Spirit Gems is now instant. Obviously, this means you can now use them at the same time as potions and other restoratives.
Hmmm, I miss Second Wind, but the gem change is certainly an improvement. I managed T&T without running out of potions (which I expected to do), despite getting only a single mana gem, so I don't mind.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Spark of Life will no longer turn your health bar silver unless you also have enough spirit for it to successfully trigger.
This is great!
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Cloak of the Fallen no longer gives full immunity to damage. Instead it triples your natural physical and magical absorption stats.
This... not so much. This completely destroys the entire
point of the Cloak of the Fallen effect: saving you from multiple KOs shots in the same round. Maybe making it so your *mitigation* effect is pumped to 90% or something. That way you're not invulnerable, but you'll have enough HP after the 30% restore to survive a few more hits that round, giving you a chance to heal up.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- The spell Spirit Shield has been fully revamped.
-- Mana cost was cut in half, and duration was increased by 50%, making it the same as Spark of Life.
-- It can now be used with Innate Arcana.
This rules. This is exactly what I was hoping to see as a replacement for Spark of Life's absolute necessity for survival against Legendaries and gods.
994 5 Puff of Logic crits you for 1684 soul damage.
994 4
Your spirit shield absorbs 120057 points of damage from the attack into 84.75 points of spirit damage.994 3 Flying Spaghetti Monster casts Puff of Logic
Spirit Shield is amazing against gods and legendaries now. Under the old system, that would have dealt me 2401 spirit damage, more than quadruple my entire spirit bar. With Spark, I would have lost 140ish SP. And even with just 4 AP in Spirit Shield (I didn't have enough to fill it out), this only dealt 84.75 SP damage.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Monster Lab
-- Existing monsters will be recalculated the next time they are upgraded in any way.
From what I've been reading, this should really be changed. Malicious players can leave their existing beastly monsters alone and they'll prey on lower level players who don't have a chance to survive against them. This power level calc should be applied retroactively.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Equipment
- Changes to Oak Staff:
- Changes to Willow Staff:
Very cool. I love seeing other types of staves besides Ebony and Katalox potentially gaining value.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Battle UI Changes
- The player's active status effect bar has been moved to the top of the screen. This can now display up to 24 status effects at a time, up from 8 on the old one.
- The Overcharge bar was moved to the left sidebar. It is however only visible during battles.
- "Unassigned EXP" and the Aura/Ability point counters no longer display during battles.
- The sidebar should no longer revert to "normal mode" between battles in Arena/GF/IW.
Love it! Especially the status effects change. Having "Unassigned EXP" disappear during battle is somewhat unfortunate, but not that big a deal, and I understand why it was necessary.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- A new training, "Assimilator", has been added. Each level of this training increases the rate of proficiency gain by 10%. (As in, you will gain proficiencies 10% more often.)
Hell yes! I know what I'll be training for the next several days.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- The Montage was removed. No longer will it give you too little proficiency.
Awww, I didn't want to see the Montage die. I just wanted to see it improved to be something useful. Since it's been capped at 75% of your level for so long, why not let it train your profs at the same rate all the way up from 0 to cap? It gave perfectly acceptable prof gains for profs that were
really low to begin with, and having that prof gain speed apply all the way up to the cap would have made it a worthwhile thing to do, while the cap prevents it from being
too good.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.
I didn't find myself really having any issue with this change, but from what I've read of the lower level folks, this combined with overpowered custom monsters makes for nightmarish game play. I like the idea of having the monsters hit harder, but miss more often. It makes sense flavor-wise and helps players get out of no-win situations where a low HP custom monster is wailing on the player for more than they can cure each turn.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Fixed some ability typos.
YES! Thank you so much for fixing this. It's bothered me for
ages.