Some really crap, braindead changes that need to ****not**** happen in 4.5:
Avoidance calculations. Evasion, parry, shieldblock. These are perfectly fine the way they are now. Having the stats be additive and rolling between them is a great system. The way the 4.5 system works is utter bunk. "• Each effect (Miss, Evasion, Shield Block, Parry, Critical Hit, Normal Hit) is calculated by their specific rate separately." Having critical and normal calculate on their own is fine, but avoidance stats should remain additive.
Shield block reduction. Stupid. Needs to not happen. Literally erases the point of having a shield in the first place if you take 40% damage on a successful shield block and receive the debuff of the blocked skill. The literal definition of a BLOCK is complete and utter negation. Why the heck would anyone mess with this? " • Adjusted the Shield Block effect: Reduces damage by 60% and players can receive the debuff (down from 100% and immunity to debuff)." Because yes, lets keep giving darkrunners MORE power. That's a good idea...
Gods Whip Animation cancel removal. I suspect this was done through a rewrite of how the hidden Gods Whip Buff works. The buff lasts for around 2 seconds and gets refreshed every time you cast gods whip again. For those two seconds, other instant cast skills can be thrown in, and then another gods whip can be cast. This is how the animation cancel is created. Godswhips do not trigger a global cooldown, and while under the effect of the buff, gods whips can be cast even under a global cooldown. So you are able to cast instant cast skills or low cast time skills, trigger a GCD, then reset it with another gods whip. THIS NEEDS TO REMAIN IN THE GAME. It is one of the extremely minimal tools that mages have in their belt. Stop. Nerfing. God. Damn. Mages. Please. Simple fix...leave the current iteration of the buff in the game.
Intelligence and Agility Evasion, Stamina shield block. These should provide 0.020% to evasion and shield block respectively, not the piss poor 0.011% and 0.016% that they currently do. If strength is going to get massive parry rates (which every darkrunner is going to be stacking), then DPS archers and mages should be granted the same evasion rates, and tanks should be granted the ability to block. Why is it that a STR based DPS is going to have an extreme chance of screwing over a low STR but high STA specc'd tank's attacks with a parry, but an equivalent STA spec'd TANK is not going to carry the same shield block rates as the attacking DPS's parry? And on that same vein of thought, why are STR based DPS's allowed to remain ruler's of the roost with the highest parry rates, while AGI and INT based DPS classes have lower chances of evading things? What sense does this make? The skill trees and stats are supposed to be BALANCED. Lets actually put some balance into the game.