A Few Things that Need Attention

Bloodmage: Now that the sanguine class feature can be obtained from a deity boon, a subdungeon event, and is shared as a class feature by one of the monster classes, the bloodmage no longer feels unique. Ever since the double-edged potion was removed, it hasn't even worked well at a thematic level as a caster class feature. Combined with the fact that the bloodmage is now hopelessly overspecialized, I feel this class feature should be replaced entirely. Leave sanguine for Dracul followers (it's working way better as a boon then it ever did as a class feature) and let the bloodmage explore new angles.
BLUDTUPOWA: The recent BLUDTUPOWA nerf brought it into line for BURNDAYRAZ casters and Binlor/Mystera worshippers, but nerfed it into the ground for everyone else. It's now second only to WONAFYT in terms of glyphs that I convert on sight. For most characters BLUDTUPOWA is mostly used to optimize resource efficiency, so the rather drastic reduction in its in power has left it pretty much unusable and not worth expending an inventory slot to haul it around.
WONAFYT: With the WEYTWUT glyph vastly outperforming it as a method for slowing monsters, and its primary role borderline useless to begin with, this glyph still remains the universal conversion fodder glyph. I'm still hoping for a wicked guitar effect, boosting the level of the summoned monster by 1.
Glowing Guardian: Thematically boring now, cripplingly low piety gain, and yet he still manages to be overpowered with two ridiculously underpriced but super-powered boons. Bring back his hatred of senseless slaughter (seriously, that was what made him unique), increase the piety cost on humility and absolution, then give him a new form of piety gain.
Taurog: Inventory hog extraordinaire. He works nicely for beginners, but he's just a pain in the ass outside of his role as piety farm once you get a little distance into the game. I'm also increasingly convinced that Unstoppable Fury is outright broken, and only held in line by the positively mind-boggling opportunity cost that a dedicated Taurog follower incurs.
Crystal Ball: In my opinion, this is the most powerful item in the game. For fifteen gold, it will repeatedly fully regenerate your mana. In the boss battle, it can be used to repeatedly top yourself up as you chug potions and keep recharging the thing. Doesn't matter what glyph you're using, doesn't matter what class you are (though Berserkers might have some trouble), and the thing is available for a paltry 15 gold!? This item is just too powerful. Much as I love the crystal ball, it definitely needs a nerf.
Sensation Stone: Repeatedly nerfed due to working incredibly well for 1st level orcs and transmuters, the sensation stone is now pretty much useless for other races. It also pretty much requires the conversion seal, and has been balanced around the presumption that you're using that seal. The conversion seal isn't particularly interesting, it's just +50 conversion points when you first convert a glyph (or +75 if you're packing a conversion stone).
Animated Armors: Ridiculously hard compared to other monsters of equal level, animated armors have wicked damage, average health, and many layers of death protection. Even with the burning combo available to us now, the amount of resources required to take down a high-level AA is shocking. In many cases, a level 9 animated armor is significantly stronger than the boss himself. This also leads to problems with the assassin being situationally overpowered, since he is the lone class that can dispatch them easily.
Subdungeons: There are some serious balance issues with some of the subdungeons. The blood fountain, zombie hallway, and bloodstain room when combo'd with Dracul are all overpowered. On the other end of the spectrum, the Goat Alter room is positively tiny and largely useless if there aren't goats on the surface to piety farm, Ying/Yang is as horrendous as ever, and the explored room containing nothing but a MP->HP potion is positively horrific.
(also, any hope of an April Fool's gag update this Friday?)
BLUDTUPOWA: The recent BLUDTUPOWA nerf brought it into line for BURNDAYRAZ casters and Binlor/Mystera worshippers, but nerfed it into the ground for everyone else. It's now second only to WONAFYT in terms of glyphs that I convert on sight. For most characters BLUDTUPOWA is mostly used to optimize resource efficiency, so the rather drastic reduction in its in power has left it pretty much unusable and not worth expending an inventory slot to haul it around.
WONAFYT: With the WEYTWUT glyph vastly outperforming it as a method for slowing monsters, and its primary role borderline useless to begin with, this glyph still remains the universal conversion fodder glyph. I'm still hoping for a wicked guitar effect, boosting the level of the summoned monster by 1.
Glowing Guardian: Thematically boring now, cripplingly low piety gain, and yet he still manages to be overpowered with two ridiculously underpriced but super-powered boons. Bring back his hatred of senseless slaughter (seriously, that was what made him unique), increase the piety cost on humility and absolution, then give him a new form of piety gain.
Taurog: Inventory hog extraordinaire. He works nicely for beginners, but he's just a pain in the ass outside of his role as piety farm once you get a little distance into the game. I'm also increasingly convinced that Unstoppable Fury is outright broken, and only held in line by the positively mind-boggling opportunity cost that a dedicated Taurog follower incurs.
Crystal Ball: In my opinion, this is the most powerful item in the game. For fifteen gold, it will repeatedly fully regenerate your mana. In the boss battle, it can be used to repeatedly top yourself up as you chug potions and keep recharging the thing. Doesn't matter what glyph you're using, doesn't matter what class you are (though Berserkers might have some trouble), and the thing is available for a paltry 15 gold!? This item is just too powerful. Much as I love the crystal ball, it definitely needs a nerf.
Sensation Stone: Repeatedly nerfed due to working incredibly well for 1st level orcs and transmuters, the sensation stone is now pretty much useless for other races. It also pretty much requires the conversion seal, and has been balanced around the presumption that you're using that seal. The conversion seal isn't particularly interesting, it's just +50 conversion points when you first convert a glyph (or +75 if you're packing a conversion stone).
Animated Armors: Ridiculously hard compared to other monsters of equal level, animated armors have wicked damage, average health, and many layers of death protection. Even with the burning combo available to us now, the amount of resources required to take down a high-level AA is shocking. In many cases, a level 9 animated armor is significantly stronger than the boss himself. This also leads to problems with the assassin being situationally overpowered, since he is the lone class that can dispatch them easily.
Subdungeons: There are some serious balance issues with some of the subdungeons. The blood fountain, zombie hallway, and bloodstain room when combo'd with Dracul are all overpowered. On the other end of the spectrum, the Goat Alter room is positively tiny and largely useless if there aren't goats on the surface to piety farm, Ying/Yang is as horrendous as ever, and the explored room containing nothing but a MP->HP potion is positively horrific.
(also, any hope of an April Fool's gag update this Friday?)