As someone who likes to be tanky, tough skin is my favorite. I really like the thieves' perks as well. Perfect positioning is not only a good perk, but also thematically fitting as well. Two-turn stuns with eye for weakness is very juicy as well. Powerful binding sounds like the fun way of overkill. I'm playing a leadership warrior, and even without powerful binding Talsenne wrecks everything already.
For the combat stuff: Making consumables like conjurers concoction usable outside of battle is awesome. Now they are not just dead weight. The petal got the perfect nerf. Most thrown weapons lack AP (except the Francisca), giving the petal a niche where it still shines. Even with the club and light Hammer as light, cruhing and high AP weapons, the Petal has the benefits of dealing holy dmg and being a thrown weapon. The griefmaker nerf is justified, and the royal leathers are in a good place now as well.
While the deflection power of the Dawnsword got a massive buff, I'm not sure if the following interactions work as intended: When an Imp Shanker tries to disarm you, you don't negate and counter the attack and you get disarmed. A minotaur miner uses the group knockdown power and doesn't get counterd as well. Resulting in dmg and a knockdown. In both cases it was either the first or second attack against my champ. I was kinda hoping that deflect would work on those powers. Those are the reason why my weapon based champs never enter the undemountain without Equilibrium.
By far the worst part of the rebalance is how hard the Caranbrot got gutted. I know how unbelievably tanky that thing could make you. But a shield equal to 1/2 toughness? That's just cruel. Toughness is already the least desirable stat. Even min/maxed that would be an 11 point shield per attack. The Caranbrot might as well have no special effect now. Even if it were a shield equal to your toughness, it would be mediocre at best. Just a suggestion: The Caranbrot gives you crit immunity while you have shield HP or no shield HP and passive crit immunity.
For the combat stuff: Making consumables like conjurers concoction usable outside of battle is awesome. Now they are not just dead weight. The petal got the perfect nerf. Most thrown weapons lack AP (except the Francisca), giving the petal a niche where it still shines. Even with the club and light Hammer as light, cruhing and high AP weapons, the Petal has the benefits of dealing holy dmg and being a thrown weapon. The griefmaker nerf is justified, and the royal leathers are in a good place now as well.
While the deflection power of the Dawnsword got a massive buff, I'm not sure if the following interactions work as intended: When an Imp Shanker tries to disarm you, you don't negate and counter the attack and you get disarmed. A minotaur miner uses the group knockdown power and doesn't get counterd as well. Resulting in dmg and a knockdown. In both cases it was either the first or second attack against my champ. I was kinda hoping that deflect would work on those powers. Those are the reason why my weapon based champs never enter the undemountain without Equilibrium.
By far the worst part of the rebalance is how hard the Caranbrot got gutted. I know how unbelievably tanky that thing could make you. But a shield equal to 1/2 toughness? That's just cruel. Toughness is already the least desirable stat. Even min/maxed that would be an 11 point shield per attack. The Caranbrot might as well have no special effect now. Even if it were a shield equal to your toughness, it would be mediocre at best. Just a suggestion: The Caranbrot gives you crit immunity while you have shield HP or no shield HP and passive crit immunity.