Hey all! Thank you for the good feedback so far. Apologies again for not being able to get the revised Lamannia build out for preview this week - There's a lot of moving parts going on in finishing up the expansion, and as Torc said, we ran into some issues getting a good build in time to have a meaningful impact on this preview cycle. That said, we're making some adjustments based on feedback before Live, so I'd like to go over those and some other design thoughts here!
On Overall Power
The overall power of these feats has been brought up in a few places, so I'd like to concretely say that with the exception of the ML34 Titan's Blood, these new feats are ML21 Epic Feats and ML22 Destiny Feats. They are intended to balance against other feats at the same level, and provide additional options throughout the Epic and Legendary experience. They are definitely not meant to be spectacularly stronger than other feats you've gotten in the past - By leveling to 33 and 34, you're getting access to more feats, which is increasing your overall power and/or utility. If you're looking for balance comparisons, look at the ML21/22 feat options.
Patience
We do not intend to change Patience at this time. There's been a lot of debate as to its exact power and utility which we've read over in detail, but it has a place in many builds, and is not a mandatory take.
Eerie Aim
We are adding onto this feat, which now reads "You gain +5% Dodge Bypass, +5% Deflection Bypass, and +10 to Attack. This change gives it some utility when not facing enemies with Dodge/Missile Deflection, and helps bring up Accuracy for those who want/need it. (If you are not a player who wants or needs it, that is fine - There are others who do, and other feat options.)
Paranoid
We are adding onto this feat, which now reads "You take 10% less damage from Traps, and you automatically Spot almost all traps as you approach them."
Inspiring Bond
We are looking into whether we can get this to hold the rez if the Hire/Pet is under a resurrection-blocking effect until they're no longer under that effect. No promises yet, but we'll get that in if we can.
Defensive Tumble
We are adding onto this feat, which now reads "When you Tumble, for the next 3 seconds you take 20% less damage from all sources (except Bane). In addition, your Tumble charges recharge 0.5 seconds faster, and the bonus to Reflex Saving Throws you receive while actively Tumbling is now also applied to Fortitude and Will Saving Throws while Tumbling."
Trick Shot
We are adding onto this feat, which now reads "When you Tumble, you gain 40 Ranged Power for 4 seconds. In addition, your Tumble charges recharge 0.5 seconds faster." This change (and Defensive Tumble's version of the change, which stacks) lets you use these feats slightly more frequently, and also supports other Tumble-triggered abilities in the game.
Titan's Blood
We have no plans to change Titan's Blood at this time.
Guarded Actions
We have no plans to change Guarded Actions at this time.
Arcane Actions
Torc's original vision for this Feat was to have it primarily support hybrid builds, and to that end we've changed this feat to read "Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 to Imbue Dice for 6 seconds." We've halved the Spell Power, doubled the duration, and changed the Spell Penetration (which wasn't really relevant to the intent) to Imbue Dice.
Channel Power
We have no plans to change Channel Power at this time.
Reverberating Shout
We're thinking of changing the name of this feat (open to suggestions), but otherwise have no plans to change this feat at this time.
Face Me
We have no plans to change Face Me at this time.