So, 1.6 is out. And now certain balance concerns are coming into full view.
Level 50 is not hard enough. Some of the following concerns, when addressed, would increase the difficulty without making any direct changes (e.g. Ancients).
Ancients are too effective as crowd control in clusters. This is a direct result of their improved stun duration, which was done to increase the stunlock potential of a single Ancient. Introduce a 'red' bonus that increases the disarm time for each additional Ancient Slate?
Ancients are too good of an alternative to things like Black Opals. This is due to their armor reduction bonus in conjunction with their other aspects. Decrease the armor base armor reduction for both air and ground, as well as the gain for ground.
Elder and Wraith Slates still have a large impact early game. To the point that the top time runs have at least one. Elder being the more impactful of the two.
Black Opal and Opal auras are perhaps too good.
Fire Star is too good for the No Maze style of play. This was not intended, although I did not do much testing for this mode. Perhaps reduce the duration of the debuff? Decreasing the AoE further would be a rather big hit.
Jade is rather lackluster. But it has been for a long time. Perhaps a rework?
Spell damage takes a backseat to physical in the end game due to lack of proper scaling. Sapphire magic damage aura?
So, 1.6 is out. And now certain balance concerns are coming into full view.