I’m Warren from Llama’s community and I provide him a lot of information and we work together to really make sure things work. With that being said,
Holy Fire scaling was overtuned just a tiny bit (reports of people killing Andariel too easily in Normal). However, radial aura damage causing Auradin and Aurasorc to one/two pulse everything in Hell is due to a bug that should be fixed if we want proper radial aura damage scaling. I’m assuming the devs know of the bug but if not then:
For every item that gives a radial aura by ‘Aura on Equip’, the total sum of the radial auras will be pulsed. This means 2x Dreams will emit 2 level 30 Holy Shock pulses (instead of 1 level 30 pulse or 2 level 15 pulses). Hand of Justice + 2x Dragon will pulse level 44 Holy Fire three times per tick. Effectively, radial aura damage is (radial aura on Equip sources summed)^2, which is definitely not intended. Fixing this mechanic should fix absurdly high radial damage without impacting the enhanced elemental weapon damage given by the auras. Perhaps radial aura damage can be tweaked slightly to compensate.
The wereform attack speed animation change just isn’t healthy for the game. I’m sure the point was to make gear IAS contribute a little more, but this change has made every wereform animation in the game slower than it was before at all levels. My suggestion would be to use a different framesPerDirection constant for wereforms rather than using the weapon’s swing’s framesPerDirection constant. For Phase Blades, this constant is 19. Wereform animation swings were between 10-14. With the removal of the massive weapon IAS bias (where the dividing factor of the equation is now just the animationSpeed, being 256), using one of the Wereform animation constants would be a massive buff in the other direction too, so I suppose manually playing with a range between 12-16 depending on the skill in question. It is ridiculous that previous Fury max attack speed was (4)/6 and now it is (11)/7. Nearly triple the length at max attack speed. I like the Fend change though.
A suggestion for buffing Strafe: Strafe will never get any better until you reduce or remove the NextDelay on it. With the NextDelay intact, both Pierce and fast attack speed are redundant since NextDelay prevents multiple or successional arrows from successfully hitting a monster. Additionally, there is a long standing desync bug with Strafe where the clientside attacks faster than the serverside at very high IAS, causing the animation to greatly lose a lot of its value.