I'm going to have to disagree with you. The patch and the fuzz about it is wrong on so many levels. Some of these thoughts are answering your post, but others are just general comments to the patch, please don't take them personally.
1) You are a devoted player and part of the crew. You spend countless hours in the game, you know the tricks, you probably have better than average gear and of course, experience and know-how. What's true for you (you can adapt and fight can still be easily won) is simply not true for everyone. You must understand that the majority of the playerbase is not like this. They don't have that much time, that much skill, and won't stick around no matter what like you. But they are who can make the game profitable, and therefore they must be kept happy. And it's not "dumbing down the game to the stupid masses". It's making it accessible for others than hardcores... The competition for the players' valuable time is fierce. You are up against damn Zynga here! The last patch, in my opinion, completely ruins the casual gamer's experience and can chase players away in silence. They won't wait weeks for a patch that will maybe restore the balance. The people who come here to complain at least care a little. Most of the disappointed players won't. And it's wrong to be elitist and say 'let them go, then'. Financially and ethically too. If a free browser game is aiming for success, it must cater for these players too.
2) This is a live game now and no longer a beta. It's OK to fine tune it, but not at all to entirely remove skills or play around with them with the subtleness of Godzilla. If it must be done, it must be done carefully, and tested thoroughly. If it's not ready, it must be delayed (and the winter stuff still rolled out in time). You may find it acceptable and easy to adapt to such changes, but most players don't want to re-learn all tactics with a patch. As I said above, their time is more valuable than that. It's still a browser game that most people probably play for quick, casual fun.
3) "The changes to the skill set were made based on player suggestions". Thats not a valid argument to anything, more so because it basically says "you guys wanted this the devs just implemented it". Hardly. There are dumb suggestions too (I know I had some), and even if not, the devs have the final call and responsibility on how to implement it. Thus, the changes are how they wanted them to be - or otherwise the testing has been insufficient. They may want to adjust the methods or amount of testing done. Maybe not with full gemed gear but with what's available to the average player, on several levels...
4) Soloing bosses or some mobs mostly impact higher level players. It's not a good answer to make the game freaking hard for EVERYONE. See point 1) about how most of the playerbase is... why not just tune up some mobs, or some bosses? You don't want me to solo bosses? Very fair. But I still want to be solo the other 95%, which I'm forced to too, because the population is low, or just doing other things.
5) I consider myself experienced above the average when it comes to tactics and skills. My gear is decent too. Some oranges, some gem stuff, and good greens. But the two scorpions next to Snake (?) Quarter that I could solo hardly but reliably in about 15 rounds before the patch, are close to impossible now. They are lvl22, I'm lvl 23. I could kill the first in about 15 rounds, then couldn't do any serious progress with the other during another ~30 rounds, when another lvl22 sage (div - you may know he's not a beginner either) came in, and we have beaten the second in like 20 more rounds. That's 2 people required and almost half an hour for 2 damn scorpions that are PART OF A SOLO QUEST. And for the quest you need like 5 more. Ridiculous. As much as I like the game and the devs, it's not that I can't adapt to these changes, but I don't want to, either.
6) Generally, all fights around your level are either no longer possible, or take 5x that much time and they are NO LONGER FUN. They don't provide any level of satisfaction or accomplishment, but only "God I'm glad it's over and I can move on". I don't care if I can help people to stay alive more, because I play most quests and fights solo. That's why they are solo quests, for Christ's sake! The damage output of the Sage was basically nullified and made him unfit for any solo fight. Life tap? Nerfed - less dmg, heal other doesn't matter in solo. Lava Globe? Nerfed. In solo the only viable strategy is to kill off the first enemy quickly. But dmg to the main target is now less. Dark ritual? Nerfed. Now it's no longer AOE. Leech? Gone. The increase to Bless is welcome but doesn't make me kill any faster. Same for worms. Add to this their extra actions and basically all fun is removed from the fights. Angelus says he's still OK - but he's lvl25 with all maxed gear (gathered when it was dumb easy). Good for him, but he's like the top 1%, out of reach for almost everyone else.
7) The amount of extra actions mobs get is ridiculous.
8) The fights in North Point are damn impossible if you are a lvl23 sage alone and they are your level. Against 2 yetis, sometimes I don't even make it to the flag (without teleport ofkoz). If I decide to fight, I can take down 25% of one, before they kill me. My parasites last exactly 1 turn. Then they fear and kill me. And they have a circle below them, which means they are for solo. And part of an event which is supposed to be about fun and not about frustration. Have the devs not played any MMO before Nadirim? Holiday festivities should provide easy to moderate challenge and a lot of fun, collectibles etc to most people. There can be great challenges for strong groups, but now, the moment you get there, your behind is kicked by the first damn mob you encounter. How is that fun? Players have resorted to having a low-level enter fights, to spawn easy enemies, and kill them afterwards. We must use tricks because the system the devs have designed does not work!
9) You don't nerf-reorganize most player skills AND make all the monsters stronger in the same patch. That's a very risky thing. Each change can have an unexpected effect on its own which can't be mitigated with a few days of small-scale testing. The two of them combined can bring the apocalypse we experience now. I hope the devs have learned from this.
10) You may say the sage is now more important in boss fights because his healing is better. That's not true. For example warriors are pretty good with their max-hp increasing shout and various buffs. Against the Rhino, I don't have to explicitly heal anything, instead I'm close to useless and taking the place of someone who could effectively help to take the boss down with you know, damage which I don't have. Even if I'm the only sage. Then, another Sage joined us, and nothing changed - meaning no healing was needed, and he also did close to no damage. (The Rhino may be a bad example cause I'm fine with the biiiig boss to be hard. But the point is, damage has much more emphasis than healing in a boss fight in my experience.)
11) I love group play, but a group that's about to do what you need to advance, well it's rarely going to happen, not on the HU server anyway. But now, even normal mobs and normal quests require groups (if you are a sage). If you are alone, you are down to doing fedex repeatable quests.
12) All in all, this patch, and the communication about it, is sadly rather amateur and one that could shake the faith in this game in many. It tells the devs are not good at estimating the impact of their actions and not quick enough to admit and steer away if an obvious mistake is made. I could look with a magnifying glass for an opinion that says the balance patch is great. For each such voice, I could find twenty+ that say otherwise. Not one of your devoted players are frustrated as hell and contemplating to leave the game at least for 2-3 months, to allow time for it to mature. Casuals may just leave.
I have ranted long enough about what's wrong with the balance patch. Now I will share, free of charge, what's wrong with the communication.
a) There was no detailed forewarning of the upcoming changes. If there was one, the devs could have gathered feedback and avoid shooting themselves in the foot.
b) Some of the changes should have been rolled back quickly and not "maybe sometime next week". It's enough trouble to learn the new tactics - the monsters could have been changed back to how they were, and a monster balance patch could have been promised for 1-2 weeks later. THAT would mean you really listen to the community and can correct heavy-impact mistakes in a timely manner.
I'll also write about the good things in the patch, in the relevant topic. But this was a more pressing issue. And I'm terribly sorry that I had to write this.