A: First post changes seem pretty legitimate to me and I agree with them.
B: I have absolutely no idea exactly what discussed changes suggested after the OP you have or have not implemented and feel very weird about how this entire thread's constructed-it feels like you're almost sliding in changes without discussing them.
Since some changes like this already happened with the Infinite tweaks(Shattering Impacts no longer harming the target without any compensation, Stealth generally being nerfed in multiple ways, a few other things I'm not recalling off the top of my head that required heavy code diving/discussions with Pure to find out about.), I'm rather unhappy with this feeling.
Could you please put the full changelist somewhere before suggesting it as a game implementation?
Edit: Never mind, found it on page 4. Linking that in the OP would be helpful, though, and it's still rather vague in terminology/doesn't include a change later on the same page... I think, not actually sure.
Lemme just grab the figures real fast to make this easier to look at.
Reference values:
Mucus regen reduced from (2, 10) to (2, 8 ). Fairly low impact change at cap, seems fine.
Ancestral Life regen changed from (1, 1, 2, 2, 3, 3, 4 cap and levels past this do nothing for the regen) to (0.5*TL) which is actually a nerf below L8 if I read this right. Probably a good thing, though L1 Ancestral Life is notably worse than it used to be for players that want to just use it to have any Equi regen at all; Perhaps learning the talent should give a 0.5 Equi resting regen?
A: Don't agree with the current Corrosive/Acidic respen dynamic. Right now, all you're doing is a very boring "double the required points/make the respen halved most of the time" as compared to their current function, and removing the parity with similar talents(like Wildfire, etc) on the capstones. Which is nice and thematic and optimally should be retained.
I'd say leave the capstones at their old 50%-at-cap penetration, and instead have the tempbuffs give +damage% instead of +respen%.
B: Eyal's Will is a cool tree, but I have strong reservations about how useful the capstone is. Either Oozemancer really needs the resource regen(I doubt this, looking at the changes right now) enough to centralize the talent, or they don't(and players won't use it much).
Suggested thoughts include changing it into a sustained storm effect and losing the equi regen/lowering the damages to resources and (probably simplest) making it a distant radius instead of a radius around the caster(giving it good synergy with Acid Splash).
C: Don't really like dropping the Bouncing Slime projectile speed. It misses enough as it is. I'm okay with the rest of that, but that's always a frustrating(and vaguely random) way to have your crowd control decide to fail to work.
D: Indiscernable Anatomy confused me for quite a while until I grabbed up the main code history; It actually lost that Confusion immunity before, and it was apparently re-added in the Infinite scaling changes? But the talent also lost some general impact in those scaling changes as well(knocked down to about 2/3rds its old power).
Tentatively suggesting that the changes(removing Confusion/lowering crit resist) be kept, but that the remaining status resist powers be upped to something like (0.2, 0.7) to compensate.
E: Why does Oozebeam deal Manaburn damage, but Acidbeam do nothing special? This is puzzling and athematic; I'm not really understanding the logic here. They could quite reasonably both deal some Manaburn damage, or neither.
For that matter, Acidbeam's probably athematic on base and probably should be a statusing form of Acid, as Oozebeam is Slime instead of just Nature...
F: Poisonous Spores has to pass both a resistance and a status check, on top of being commonly resisted elemental damage, and doesn't really need to be nerfed at all. (Compare it statistically to skills such as Gravity Well, Earthquake and Poison Storm-none of which are considered must-use talents and the last is almost never used.)
It's annoying for the player to get hit by, but even at its worst it's far less dangerous than Stun, and encourages the player to pay attention to more than two statuses without dropping them dead instantly if they fail to.
If you want to nerf it, remove Spydric Poison from the options. That has a more dangerous effect on the player than enemies, and it's too unreliable for the player to care, right now.
Also, apologies for initial grumpiness. Just got a little annoyed when I was trying to figure out where the changelist was, as I initially was all for what I saw, then realized it was quadruple the size of what I was seeing as I looked through the large thread.
