Hunting Zones and Raid Bosses
Very poorly designed for most classes but archer/feoh. That being said, this update removed 2/3 or even more of the spots in FoS, which were the only place to exp after 107 areas. We should have a lot more places like the strong area of Tanor but with the amount of spots like old FoS. Also, we need a place like old FoW for single target characters, with stronger mobs but a much better reward xp/sp/adena so single target toons can keep up with all the aoe from archer/feoh. I see archers shooting skills like there is no cooldown or casting time and clearing 2-3 spots while a strong melee toon cant even clear 1 spot. Not to mention the melee lag... I just fell like playing any other class than yull/feoh/othel is a waste of time and investment (its not even fun anymore).
Also the exp range to beat each level goes from 2 to 3 time more from the previous, while the exp each area gives is around 10-15% better. so if i have to kill 10M mobs to level up from 107 to 108 at a zone lv 105, i would have to kill around 9M mobs at a 109 but fighting stronger mobs, because even though i have to kill less mobs it takes more time, and that makes lower zones crowded, making ppl only move over when mobs get light blue.
For example if u compare exp each mob gives in silent valley (105) and Field of whisper (111) its not even 50% diference, but to level 110>111 you would need around 300x more exp than 105>106. ( thats for just one level not the entire gap).
The reward for killing stronger mobs should be better.
The adena nerf in plunderous was horrible, you could changed it in a way that only active toons could farm instead of removing the area.
Raid boss is not a thing for normal players in a couple years by now. Its either a super strong dd who 1-2 shot a boss or a click based area to enter where the same 3rd party users wins every time. On top of that even if normal ppl were to be able to kill them, the reward (xp/drops) are so low that it wouldn't be feasible to keep doing them but the fun part, which, let's be honest, its not a challenge anymore... where is the real boss mechanics?
Augment System
Good changes overall, but increasing the cost on an already very expensive feature is a low move.
Item Changes
This mechanic of increasing level(normal/high/top) and enchanting on already expensive items is very annoying, i mean, the idea is good but its not players friendly when u can only obtain such material through real money and with a super low chance of upgrading anything.
I liked the new sigil/shield bonus (specially the shield glowing as an set piece), but in my opinion classes that use 1h weapons should get a bigger bonus from those.
The old brooch jewels icons were prettier.
Skill Changes
I approve how you detached the pull from confusion debuff. Although i did not see any pull resistance in game, i was not able to pull many targets around. So i dont know if dividing it really helped any tank since the skill land rate seems so low.
Separating the confusion debuff from the damage of skills that have that effect was a long waited feature. Good job.
Other Changes
The chat seems very polluted with the new item link... I don't really remember other changes.
I won't even start talking about pvp in this post... LoL