Well this is all VERY interesting. It sort of nerfs dexers, especially the ranged ones (archery/throwing), but adds an intruging way to force dexers to consider using heavy armor for the stam issue. My only issue with that is, while most slow weapons go unused now, having trouble controlling stamina will amke some even more unused.
Weapon speed/damage changes:
Macing has very few weapons that are highly usable, that are slow enough to be used. I'd propose the maul and possibly the war axe be reduced in speed by atleast .25s with damage to match. maybe even the hammer pick.
Outside of macing, i'm not seeing any glaring issue with any of the speed/damage recalculations. Soul Glaives and Comp bows definitly got hit pretty hard on speed, but they probably needed to be.
Special Move Updates:
Some of them i'm not really seeing the purpose, but overall i think they suffice. Nothing was changed horribly or made useless from what it was.
Weapon Special Move Mana Cost:
The biggest take from this is the increase on moving shot and infestious strike. Probably a pretty good move. dropping the mana usage of concussion and crushing was also a seemingly good move.
Special Move Changes:
Disarm: its about time, and this is exactly the change users have asked for for a very long time. thanks for listening.
Crushing Blow: Draining stamina may be a big deal after this update
Double Strike: Cool? We'll see
Mortal: having trouble understanding this one. plan to test i suppose, maybe someone can fill me in on what exactly this change is?
Bleed: probably neccesary
Force of Nature: This sounds very interesting, and almost sounds overpowered... will definitly be checking into this. Anything that can add what sounds like a LOT of extra damage, plus a 2 second stun? Just sounds scary.
Armor Revamp part 1:
I can't help but notice, all of this says "crafted armor". Is it really only crafted armor? If not.. it shouldn't be. Looted "magical" armor needs this ability too.
Does wearing something like full platemail make it so you basically do not have stamina reduction? That almost sounds like a necessity with the stam pot changes.
SSI Debuff... is this really neccesary? I find myself looking at this thinking 1. it is overly complicated. 2. it is too "oh this might happeny" and 3. seems slightly overpowered, that two full metal armored dexers could fight each other, and the one with the slowest base speed would win out.
Combat Changes:
Gargoyle hci reduced from 50 to 45%. Good move, a little late, but its about time.
Hit lower defense? Please explain in more detail.... does this effectively make it impossible to wear 70dci, and overbuff your dci to the point of not being effected by hit lower defense? With this change, will your dci cap always get below 45? This is probably a good idea.. i guess... as hit lower defense was becoming a useless property with the high end suits people can make. But i'd like to see more clarification.
Ninja form can be interrupted? Who do i need to hug for this one?
I don't understand the throwing sweet spot thing at all, and i never really will. I'd love to hear a deeper explaination of this.
Evil omen reduces stone form immunity? Cool, so now a encro and a mystic have a fighting chance verses someone in stone form. What about everyone else?
Stam potions change.... probably necessary. However, the verdict is out until i know more about the effects of ehavy armor on your stamina loss.
Stamina leech has diminished returns. What exactly does that mean? Does that really hurt sampires? I guess divine fury will need to be cast a lot more ehh?
Mystcisim increases cleaning winds. Does this give cleansing winds a boost if it is used on yourself, but a nerf if it is used as a cross heal? I suppose that the nerf on the crossheal is great, but the boost to one's self should not be here. cleansing winds is still too powerful of a healing spell.