Shadow Cloak Change's
Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.
Shadow Cloak: This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active.
The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility.
So now, for a stamina nightblade. If you get hit with DoT's, you will have to continue to use Cloak to not be effected by the damage. Player's that use DoT's just got a huge buff against nightblade's.
Siphoning Passive change
Siphoning
Catalyst: Increased the amount of Ultimate you gain when drinking a potion to 10/20 Ultimate at Ranks I/II from 6/12 Ultimate.
More ultimate, nice.
Cripple Change - Magicka Nightblade's
Debilitate (Cripple morph):
This morph now also allows you to place Debilitate on an unlimited amount of targets.
Magicka Nightblade's DoT build's will be great against stamina nightblade's now. Also being able to inflict cripple on an infinite number of target's is a huge buff to magicka nightblade's.
The dark cloak change's alone are really good change's for magicka nightblade's since they still have purge.
Steel Tornado Change
Dual Wield
Steel Tornado (Whirlwind morph): Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up.
Range decrease was much needed but is does more damage now as it rank's up? It didn't need that but ok.
Vampire Change..... disappointed here.
Vampire
Unnatural Resistance: Fixed an issue where purchasing this passive would not update your Health Recovery in the character UI.
Great... no actual vampire fixes. Where's my mist form fix

Mage Light
Mages Guild Magelight: This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted (similar to Expert Hunter).
-Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in an 8 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 5 seconds.
-This ability and the Radiant Magelight morph no longer decrease your maximum Magicka, due to the toggle changes noted above.
-The Radiant Magelight morph will continue to prevent you from being stunned by stealth attacks, and will reduce damage from stealth attacks while slotted as a morph effect.
-Activating it also increases the radius of the activated reveal to 12 meters, and reduces the cost.
-The Inner Light morph will continue to increase your maximum Magicka while slotted.
This one i dunno. I use a specific radiant mage light build and now it just wont work because of the duration.
Nightblade's will not be able to hide against any Sorc or magicka class using this ability. HUGE stamina nightblade gank build nerf.
The only nice thing about this change, i can slot radiant mage light on one bar and not be effected by stealth gank's. However i cannot find my enemy like i used to with toggled RML on two bar's.
Please increase the duration. 5 second's is nothing. ....However gank build's can do this now.
Might of the Guild: This passive ability can now proc the Empower buff from Magelight and its morphs.
I can really see Empower Bow Heavy attack Dk's being a thing again.
Magicka Det - Magicka Nightblade's..... suicide bomber's are back.
Magicka Detonation:
Reduced the damage from this ability and its morphs by 15%.
Increased the amount of additional damage per hit to 10% additional damage per target hit from 5%
Increased the cap for the bonus damage to a total of 100% more damage done, from 25% more damage done.
Rapid Maneuver:
This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
This ability and its morphs now only affect your group, instead of any friendly nearby ally.
Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.
Well. Magicka Nightblade's are gonna blow group's up again...
Heavy Weapon Expert: This ability now increases your damage against damage shields, instead of increasing your damage with maces and axes. We also renamed this ability to Shattering Blows.
Sorc's you mad? LOL jk look below, you got what you wanted.
Elemental Defender: This ability now reduces Flame, Frost, Shock, and Magic Damage dealt to you, instead of Flame, Frost, and Shock Damage only.
Hardy: This ability now reduces Poison, Disease, and Physical Damage dealt to you, instead of Poison, Disease, and Magical Damage.
All cp change's below
Champion System
The Apprentice
Elemental Expert: This ability now increases Flame, Frost, Shock, and Magic Damage dealt by you, instead of Flame, Frost, and Shock Damage only.
Spell Erosion: Updated this ability’s tooltip to indicate it has always given a flat value of Spell Penetration that scales with your level. We also increased the value of Spell Penetration by 167% to counterbalance the Spell Resistance granted by Spell Shield.
The Atronach
Blade Expert: This ability now increases the Light and Heavy Attack damage of all melee weapons (swords, axes, maces, and daggers), instead of swords and daggers only. We also renamed this ability to Melee Weapon Expert.
Heavy Weapon Expert: This ability now increases your damage against damage shields, instead of increasing your damage with maces and axes. We also renamed this ability to Shattering Blows.
The Lady
Critical Leech: Updated this ability’s tooltip to indicate it only procs on direct damage abilities, and not damage over time abilities.
Elemental Defender: This ability now reduces Flame, Frost, Shock, and Magic Damage dealt to you, instead of Flame, Frost, and Shock Damage only.
Hardy: This ability now reduces Poison, Disease, and Physical Damage dealt to you, instead of Poison, Disease, and Magical Damage.
Light Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your level, instead of granting a percentage increase to Physical Resistance.
The Lord
Heavy Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your level, instead of granting a percentage increase to Physical Resistance.
Nourishing: This ability now reduces Light and Heavy Attack damage dealt to you, instead of increasing the effectiveness of healing potions. We also renamed this ability to Expert Defender.
The Lover
Battle Roar: Fixed an issue where placing points into this passive ability would cause the Synergizer Champion star to stop working.
The Ritual
Piercing: Updated this ability’s tooltip to indicate it has always given a flat value of Physical Penetration that scales with your level. We also increased the value of
Physical Penetration by 167% to counterbalance the Physical Resistance granted by Light, Medium, or Heavy Armor Focus.
Thaumaturge: This ability now increases the damage done by damage over time effects, instead of increasing Poison, Disease, and Magic Damage.
The Steed
Medium Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your level, instead of granting a percentage increase to Physical Resistance.
Spell Shield: This ability now grants a flat amount of Spell Resistance per point spent that scales with your level, instead of granting a percentage increase to Spell Resistance.
Overall the CP change's are very well done in my opinion. You can now increase all source's of a stamina or magicka type damage in one tree. You can also mitigate all source's of a stamina or magicka build's damage in one tree also.
I'm curious to how the Armour change's effect tank's. To be honest it's a little unfair when considering light to heavy. They both can get the same amount of flat % reduction. You would think heavy would get double the reduction or something.
The value's are not indicated based on Armour type. Hopefully heavy Armour user's do get more resist compared to light Armour.
Molten Weapons's Changes - INSANE
Molten Armaments (Molten Weapons morph):
This morph now increases your own fully-charged Heavy Attack damage by 40% for 30 seconds in addition to granting the Major Sorcery buff.
This morph will now apply the fully-charged Heavy Attack damage bonus to Lightning and Restoration Staves.
Molten Weapons: This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies.
Igneous Weapons (Molten Weapons morph): This morph will now grant you and your allies the Major Brutality buff for 30 seconds, in addition to the Major Sorcery buff.
This is insane. 30 second's of Major Brutality and heavy attack damage. Your going to see a ton of Bow/1H+S dk's now. Crazy