Dev comments
Fighting enemies that dodge all your attacks for many turns in a row isn't very funny, especially if there's very little you can do about it. With the change to dodging in this update I am hoping to introduce some counter-play opportunities against such opponents. Now if you are facing an enemy with high dodge chance, you can get him to dodge a weaker attack or two and be much more confident in landing your next powerful attack.
Similarly, trying to get a debuff-centered character to work was like swimming against the current (not very fun) since most characters had decently sized debuff resistance just from Vitality. By splitting the debuff resistance scaling from Vitality and changing dot damage to percentual damage, I am hoping to introduce some late-game viability for builds that rely on debuffs to reach for the glory.
One more notable thing to mention in the update is the change to critical chance scaling. In most cases AGI has been just a secondary stat to get enough action points, but I am hoping by buffing crit% scaling there's now more room for experimenting with builds that invest more into AGI than just the bare minimum.
In addition to these update changes, I have also been working on completely new content to the game, but more information on that soon!