The nerf to recharge wasn't too bad, it just meant you couldn't CoP as much, and heavy enchantment removal could be a pain. The nerf to how much it healed wasn't nice, but didn't kill it. It was still very effective healing and protection. What really finished it off was the nerf to Inspiration Magic. With only 3 pips of energy, and losing 2 energy whenever you cast a spell, it was very energy intensive, and the only reason it was possible was the energy management. The energy management is now inefficient, and in most cases can't keep up with the amount of energy you are using for very long.
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