I often criticize devs for not understanding their game, PvP specifically.
Didn't yet test ingame, but from patchnotes alone - I must applaud.
There are so many sweet changes, most of them are straight on point.
Dark Conversion - without second wave the pull is easily blockable. Counterplay is there - no more annoying last second pulls. 10m is still enough, damage is pretty sweet. I was afraid that you would overnerf, it doesn't seem to be the case.
Acuity - nerf that doesn't kill proper use on templars, or any crit DPS non-gankers, but removes gank application, without making it worse at PvE. Actually, it might be even lot better at PvE now, that stacks accumulate slowly. Need to test.
Stam whip

No CD power lash


Poison/Flame damage % boost



Path of Darkness for stam

Frenzied Momentum nerf

Caluurion's Legacy
This set now also only procs off Light and Heavy Attacks, instead of any single target direct damage.
-- incap caluurions interaction
Thunder Caller
Reduced the initial damage by approximately 75% and increased the Damage over Time by approximately 19% per tick.
-- hit the worst gank offender in the balls. Rightly so, because heavy stuns and you can't avoid it, like incap, and can't avoid follow-up, as it happens same GCD.
Chaotic Whirlwind -- hey, I was actually using this

But new effect sounds fun, do 3 whirls and you can escape or chase better. Fits thematically.
1s delay for procs -- I feel like the list is a bit empty here, but that's a good start.
We will see if anything breaks due to crits, but gosh, this looks promising.
There was certainly lots of though and analysis applied here.