@Fox - still more work to do, though I’m only going off the wording from the update info.
I’m highly dubious that the main issue with the speed relics has been resolved. I only see one change - you need to be hit first now for them all to trigger. This still potentially leaves an enemy have one turn, then never having a chance to move again in an optimised setup.
Uriel essence relic. It’s nerfed to just revive the wearer and no longer the whole dead team? This still leaves the possible of drekk, natura, erpham etc etc having two uriel essence relics(6 total). That’s 18 individual enemies to kill. And this is not considered overpowered? ~35k ho revive per individual enemy? And last I checked, revive still disrupted turn order, has this also been resolved? I only saw mention of this for speed relics, not revive relics.
Finally, and individual example
Just thought I’d check. This is taking into account update mods.
Faugnar I’d already identified as OP. Heck he’s op anyway. They’ve changed absolutely nothing for him. Nothing. The only way to kill an optimised Faugnar once he’s had a turn, is to use two monsters - one to remove his positive effects (evasion), and a second monster to deal a big hammer blow of some sort before he puts evasion back on.
Relics (specifically avenging energy staff - as per update info), mean that if you do hit him, he’ll remove 110 stamina from you. This was the same just under another name previously.
His second relic has a slight nerf (tenacity shield the optimal), still insta-triggered when the fight starts, gives 31,340 shield to the whole team. Only activates once rather than twice in the update.
Yeah, that’s close to immortal