Miasma new casting mechanic felt better. It was more usable and felt like a more distinct play style. Played it through act 2.
Ring of Fire still felt mana limited, which i like a low level. Also played it through act 2.
Demon skills: generally I don’t like the trend to lock more skill utility behind base/hard points. The demon tree needed a limit though. It seemed fine putting more points into the skills to use them at full effectiveness, but all D2 classes have a bunch of 1-point wonders.
Echoing Strike: This still just bothers me how it seems to be wrong. It’s status of halfway spell walfway weapon attack, where half the weapon things work (but ISN”T clear) doesn’t feel right. It uses FCR, but gets leech and deadly strike. It doesn’t get chance to cast on striking, attack or crushing blow. I think it’d be better if it had more clarity. I would like it to just CLEARLY be a weapon attack (with all it’s included proc’s) but it’s 1 unique thing is it uses FCR. Then the damage it’s currently doing would feel much better. OR, revert the damage to be higher again, but remove deadly strike and leech, so it’s 1 unique thing it it’s a spell with weapon damage (which should matter more in the damage calc). It’s not much different than javazon.
About the fix for durability: This added a lot of cool itemization choices & progression. Generally I would like to see a future change where more uniques & runewords gain the Repairs Durability stat, do that ethereal options open up. On a separate but similar note: Upgrading normal & exceptional unique weapons could add 75% enhanced damage, making a bunch of existing items more useful late game, without adding power creep.
I didn’t specifically test the heralds or colossal ancients.