I can't quote zeala's post cuz its in trashcan but,
"2. Is it really a ridiculous increase? Rogues get something like 50% of their damage from Backstab, which doesn't benefit, so it's not crazy there. It does nothing to help Bow damage, so won't mean much to Rangers. I guess that leaves... Monks? Did they suddenly start doing crazy damage? I seem to recall people complaining about Monks being too weak relatively recently. Besides which, if I recall correctly much of their DPS is centered around procs at the high end these days, so little help there..." --- Posted by zeala
I have probably stacked the most humanoid bane damage in this game, at any one point.
http://wiki.shardsofdalaya.com/index.php/Dhuro,_Conceal_of_the_Assassin
http://wiki.shardsofdalaya.com/index.php/Latent_Wisp_of_Fury
http://wiki.shardsofdalaya.com/index.php/Hellhound_Ring
http://wiki.shardsofdalaya.com/index.php/Stone_of_Bilous_Hatred
Thats 4 humanoid worn at all times, now for my swaps and stuff, I have a fully augged out bounty belt, +4 Humanoid bane, then there is,
http://wiki.shardsofdalaya.com/index.php/Skulker's_Gloves.
Not only is there that another +5 Humanoid totaling i also used to keep an undead muffin on me at all times, until some asshat played me and had it get eaten >=(
So total that is +10 humanoid damage, this was the difference between me parsing 900 on a fight and 1400-1500++.
But you might ask yourself why i would go so out of my way for just one single type of bane damage, This one is really really really simple and i had a theory but when i asked marza about why he wouldn't change rohk back to humanoid that was dispelled. Anyway, Every fight that matter's T10+ Is one of 2 things, Humanoid or Dragonkin, Even things that should not be and i was under the assumption for a long time that marza had made all these monsters that ware not even remotely humanoid looking humanoid as a bandaid to keep melee's on par with the ridiculous numbers casters put out but leaving melee's in the dust.
If you nerf bane damage and rework mobs to be the correct body type, without reworking how melee's do your damage, you will be making melee not worth taking to most fights, sept rangers. All the movement at the high tiers, all the ridiculous amounts of AC mobs have, All of these things casters completely bypass, and totally gimp melee DPS, a mob moves even 30 feet, I miss 2-3 backstabs automatically due to how hitbox's work, miss melee swings and the ridiculous amount of DPS bane damage adds makes up for this, without the movement checks on some of these fights with the humanoid damage i have stacked, i could see myself pulling out dumb numbers even solo would be amazed to see.
List of mobs that should probably be changed tho cuz whatever,
Blazewind, Flagged humanoid but its a bird?
Monstrosity in OG, Its a fucking dragon.
4.3 both phases, Dunno i guess snakes that stand up are kinda humanoid but they have no legs, and the boss boss has like 8 arms.
Rohk was but has been changed.
I'm sure there are others i am forgetting, if so post them please.
tl;dr, If you nerf bane damage without reworking how melee's do damage, you will be nerfing melee DPS back into the stone age and furthering the gap of taking casters over melee because they bypass movement and defense/resist checks a lot better then melee do.
PLEASE PLEASE do not nerf bane damage and mob body types without looking into reworking or finding a way to keep melee's up to par with casters because even with the massive bane damage i can stack, I still don't touch casters and the whole, "Survivability" thing past T10+ is abunch of Bulls**t, with 95% of damage being spell, but spell ward always working and stacking to 20%, and being able to range some AE ect ect ect, the whole "Well melee's can survive better then casters" argument falls on its face, if i get aggro i die just as fast as a wizard, but i don't even touch there dps, maybe this is honestly mostly a rogue thing, because rangers are ok tanks, so are monks, but rogues cannot tank worth a shit at all.