Strap in folks this might be a long one
This was originally going to just be my input on the balancing of last patch, we'll still get to that but I've found a much more serious (imo) impact of the balancing.
As always I can only really speak on melee and this is the most def anyone can have rn blahblahblah
Mastery capes are trash. That is all everyone go home now lol
But seriously, with the changes to how the boost from enchants and capes work, the differences between them are incredibly small. Even compared to Royal cape (level 60def req) the boost from a mastery cape requiring 90, 100, 110, or 120 is so so small. Imo a mastery cape should be a huge difference. Even if we compare the pure stats on the capes, a T3 cape still has 2 less melee accuracy and 1 less magic defence than a royal cape. Included in this post is my stats (100/100/115) with godlike scim and BiS melee gear(or BiS mage armor for Zeus and Hades) comparing T2 ATK/STR, T3 DEF, and royal capes. I've labeled each in case the difference isn't obvious, in some cases there's no notable difference other than how enemy hitchance varies.
Onto the overall balance, let me be clear I agree with the idea/resoning behind the balances. Progression was much too fast for the game to be healthy, we're getting maxed skills off of what would only be mid-game content in the long run. However at least for combat/melee the nerf to enchants feels a bit much to put it lightly lol having full 4/4 exceptional combat enchants is the same issue as capes, it's just such a small bonus. If it's intended to be such a small bonus then perfect, just seems incredibly small for the effort of getting magic to 80 and then enchanting to 80 as well.
Continuing in top comment cause I passed character limit lmfao

