Nerfs to Oozemancers:
Nourishing Moss healing factor reduced a little
Reduced Slippery Moss fail chance a little
Reduced Slime Roots range
Number of bloated oozes limited to the Mitosis talent level
Reabsorb damage reduction reduced to 40%
Mitosis chance increases with talent level
Call of the Ooze max life is dependent on Mitosis level
Increased Call of the Ooze cooldown
Slime Roots can not reset passives or ubers
Acid Splash radius reduced by 1
Indiscernible Anatomy lost confusion resistance
Buffs to Oozemancers:
Definitely a net nerf!
Is it enough of a nerf? I just did an ascension as an Oozemancer that... wasn't even really a thing in 1.0.1. I died exactly 0 times, with it being my second ascension (and third time in the East). I really didn't bother using Mosses past the very early game, I never had to run (so I don't care about the Slime Roots nerf), and I never actually used Reabsorb, because taking 1/8th damage because of Bloated Oozes was more than enough. So, at least for my playstyle, the biggest nerf is the change to the Call of the Ooze cd (up from 8 to 20!), and that I actually have to level up Mitosis. The change to Acid Splash makes it harder to play stupid and live, but I don't think it's actually that big of a nerf. It'll be harder to use it to hit enemies and get yourself on mucus. I'm ... unsure of confusion resistance being taken off being a big nerf, given how high an Oozemancer's mental save is going to be, but it will make carrying around a wild mental infusion worthwhile.
So... yeah, I don't actually think this is enough of a nerf. I actually don't have much time in the upcoming week to play, but my next game is going to be a 1.0.3 Oozemancer. It'll definitely make the class less faceroll, and you might have to actually pay attention to your Bloated Oozes. So, that is a very big net positive. I don't like that the class remains... essentially resourceless. I had exactly 0 equilibrium failures and my AM shield, once I turned it on, stayed on for the rest of the game in my ascension. I think a reduction of Mucus's equilibrium restoration would be smart, as it'd force more generic point use into the Fungus tree. Again, though, I haven't tested the class in 1.0.3, but I don't like that they're basically resourceless from a design standpoint. I also feel like making some more of their abilities key on Cunning instead of Willpower would be nice, as they feel like a class that runs entirely on one stat, which is a very strong point.
I also think Living Mucus now a bit stronger of a skill, relatively, as you can't be basically maxed out on Bloated Oozes at all times, so having Mucus Oozes isn't working against your Bloated Ooze count. (I feel like Living Mucus should be a low cost sustain for this reason either way.)
And finally, on the plus side, Psiblades isn't bugged! YAY! It's not a huge pain to change equipment! Although the primary use for it, damagewise, is Call of the Ooze. Still, extra Will / Cun / Mindpower is never bad.
The Thalore nerf is somewhat relevant to Oozemancers, too, as I think Thalores were the strongest Oozemancer race. Realistically, though, I think it just means grinding in Farportals, which ... I honestly think is a stupid change, but it might make the early game a tad harder.
What's everyone else think? How are these changes going to affect your playstyle, do you think it's enough? What do your play results show?
"How do you pronounce Shalore?"
"you pronounce it like "trash" but with an e at the end" - Sheila