There needs to be nerfs imo, but the stamina nerf is a little hard on the armor from what I've seen. I don't think dexxers/stealthers/throwers should easily have 100% stamina all the time, but that doesn't mean they should have to struggle to keep it from "bottoming out" all the time. I think Throwers are the one class that need to be nerfed hard. Most throwers that I know use leather armor and this publish isn't going to hurt them at all. They have a tremendous damage output, between the amount of damage they do, and the speed at which they do it, it easily tops a mage output and that's excluding mana and disruptions. To top it all off, (excluding pots and heal stones) Mages need to cast to heal. While they're casting heal spells they're not doing damage, where as throwers can heal with bandages at super fast rates and do a tremendous amount of damage at the same time AND disrupt mages limiting their heal/damage output even further. To top it all off, Throwers can heal with bandages while they run too, where as a mage has to stop and cast. Yes, they both have pots, but bandages + pots on the move is impossible to kill. Ask any good thrower. On the plus side Mages have more versatility (fields, teleports, x-heals, etc). Now I don't think Throwers should have the same damage output as a mage. Obviously in their versatility mages have several advantages, so throwers should have some kind of advantage to balance it out; and yes I agree that a thrower *should* have a higher damage output then a mage. But the way it is right now is just way over the top. I see good mages die to bad players just because they're playing a thrower all the time. It's too easy of a class to play to be as powerful as it is. And this publish as it stands is only going to help them imo. Sure stam pots won't be total refresh anymore, they're soul glaives will do 2 min and 2 max less damage, and they'll be capped at 45 hci instead of 50. But most throwers that I know use leather for the extra mana regen, so the gear nerf is mostly just going to hurt dexxers/sampires/stealthers. Also, HLD will actually be more effective against all of those mages with stacked DCI (which is almost everyone out there). Sure, people with lower DCI will be slightly harder to hit after HLD pops, but it's not like they're hard to hit to begin with.
Also, Lower Mana Cost on Non-medable gear? Wtf? Hey lets take a property already in the game (lmc) and let's make it inherently on heavy gear... just because... we're trying to balance the game? That's just stupid. Even though the classes (sampires/stealthers/dexxers) that use the heavier gear (and as I said, NOT throwers) don't really need nerfing... If you're going to make the stamina hits harder on lets say platemail gear (which does make sense to me), why not at least allow it to give a higher resist cap? Lets say for each piece of platemail the resist cap raises a point, and a full set will give you +10 raising it to 80. Or even just physical resist. If the gear causes higher stam hits because it's heavy, shouldn't it also provide a little bit extra resist for being so heavy? As I said, it's not the gear that needs nerfing so much as the thrower class. This change, would at least make people consider using the gear, because even with the stam hits, it would at least create the potential for a "tank" class, like the one's you might find in other games. You could also, instead of making the player take larger stam hits, just cause the heavy armor to reduce their overall dexterity, reducing their swing speed and stamina effectively, while providing much higher resists.