This post is not a hate campaign against Mahj, I love the pack. I truly do.
I simply want to showcase how the current way of balancing is really not sustainable for continuous play.
Here's the BASIC premise of past updates (I came in in 1.0 so don't clown on me too hard)
1.0 - Crit was crazy broken. Arrow totem had ppl hitting 3.5m dps, chicken and Laplace both had over 3.5m dps. Chicken using golems for infinite healing with healing power from int. While Laplace used Hallow palm and stacking to 930+ Dex to be a true glass cannon.
1.1 - Crit was practically gutted (I mean you almost are REQUIRED to play blessed aim if you want to play ANY weapon you want) --- BiS mythics can hit flat 5%, then 2.5% flat from rune. Mahj also nerfed flat crit chance from 6 to 5. He also nerfed the most played spells in Resonance and Arrow Totem, as he gave them charge recovery. Which if you're not ultra end-game is semi hard to get on jewels.
Now let's get to predicting / discussing my main reason for this post.
1.2 will easily have the biggest hit to Magic Shield (as it wasn't addressed in 1.1) Mahj has LITERALLY admitted it himself that he "overly nerfs things". Which he'll then push back up in power in the next update (this being 3-5 months typically)
This balance way is EXTREMELY unforgiving in my eyes. It incentives you to basically swap between crit / Magic shield every other patch.
Overall, with the expected change of Magic Shield in 1.2, there's a chance the nerf is over done to a point MS falls off extremely hard compared to crit. (It's a cake walk to hit 300%+ crit dmg, also this really pushes for Bloodmage to be in nearly every build)
Overall I 100% think a "balance team" will solve 95% of these problems. Meaning, select few of lv 100s / players who've played a long time can help on a test world of some sort for skills / dmg numbers.

🥀 ofc its gonna have 900000 magic shield

