I would love to get more detail about this “balance change”
With the change to the way mana is shared across spells, the new bonuses on single-color Spell builds for battles, as well as the addition of Mastery bonuses to spells, this has had a net positive effect on your Hero’s ability to give Damage (mainly from Spell damage and Mana damage). In fact, it was quite strong. Correspondingly, we’ve increased enemy damage to keep things in balance.
This seems counterintuitive and appears to be what is impacting numerous player complaints both in game chat and here on the forums. If you find that the changes you are making results in players being able to do additional damage, then the generic balancing mechanism is to increase enemies’ health or resistance totals. You do not create “balance” by increasing the enemies’ damage output. I keep reading this patch note over and over and I have no clue what sort of “balance” is being sought.
EDIT: To put a finer point on this, 0.36 you introduced difficulty changes that were likely necessary due to gear changes and other factors such as playtime completion, etc. but the feedback was overwhelmingly negative. You responded to this feedback by reducing both the damage changes (reducing a Diff X base level attack from ~25k to ~15k) and the defense stats (Health/Resistance/Armor pools were all lowered about 20% from the drastic increases of 0.36). So in theory, you achieved some balance around Enemy Damage output (still a challenge but not one shotting players in matches) and Enemy Defense (still takes more turns to complete but it’s not as tedious and leading to 30 minute match timeouts).
Now you introduced spell changes which increase the players’ damage output (in theory), but your response is to bring back the one-shot/two-shot damage capability of enemies. Again, how is this an effort to achieve “balance”? Increasing the Enemy Defense values makes sense at least.
The ability to accumulate mana across multiple spells sufficient to defeat the enemy wasn’t really impacted (other than a shift of more mana gained to the first slotted mono-suited spell and less so on later slotted spells) so the “ramp up” time to be able to start doing this huge increase to damage is still the same as before. But the damage done by enemies has been increased, effectively shutting the door on realizing this boon to spell/mana damage.