What I'm more annoyed about is that I'm going to have to refarm all my ancient weapons that have these damage ranges buffed as some of the existing items will, at the very most, be retroactively bumped up to the maximum of the current live damage range
Minimum, as noted in da Notes (where else?)
The Yang bow got +100% not 150%, etc
This isn't the Re-Balancing patch, it's the Re-Farming patch. But who really plays Non-Season anyway? (those that do are eternally farming now)
Not sure what patch notes are you looking at? Yang's Recurve didn't retroactively get a +100% damage bonus... it got no retroactive changes at all. DML though got the 100% damage bonus which just the existing MS damage primary affix roll moved to the legendary affix and maxed. It's not the minimum of the new range which is 125%. I've checked all of this on PTR.
You'd also be surprised by how many players still play NS. I'm not saying there's more in NS than in Seasons but there's still a decent number of NS players who play on and off.
I'm a player who plays both seasons and NS... I play seasons to farm up gear to keep in NS so I can play those builds when I want to. And I play all classes so having to do the refarm process for all classes is just ridiculous.
And lets not kid ourselves. Anyone who still plays this game is eternally farming atm. Seasonal players get a reset every 3 months or so and have to refarm. And NS players get their gear invalidated once a year or so due to power creep... it's this later that destroys the spirit of NS.
The crux of the matter is that the game has been in a semi stale state for a long time. Seasons are identical and have lost their value for the average player. The Necromancer did bring a breath of fresh life to the game but not as a whole. The other classes have had minimal changes lately.
The last time i got exited for a season or was looking forward to a season was when they were adding new legendaries each season.
From my point of view, with this patch they are either trying to beat a dead horse and make more end game builds viable without changing anything, or they are setting ground for some new changes (by moving the legendary stats to the orange text).
What they were/are are afraid of when introducing new legendaries is broken builds that do tons of damage with no drawbacks like we have seen in the past. With the damage level being so high with this patch for a lot of builds, i think it will be ok to release new legendary items without the fear of them being brokenly OP.
For this patch, im hoping the changes make some of my fun builds go from T7-T10 to T13.
Sticking rune combinations into then to make them. The suspense of seeing how it rolls after you stick the runes into place. The fact that runewords harbored some of the most powerful and original / game play changing items. (Enigma for teleport, etc..). The fact that you get to choose your base, so superior or crude base items actually made a difference. Versatility of common runewords early on during the leveling process. Different runewords featured for different seasons, incentive to play season, and differentiating 1 season from another. The adding of interesting future runewords to help fill itmlemization gaps. Giving the player a feeling that they have collected all of the required items, and manually forging your runeword rather than just gambling or forging at the blacksmith. I can go on and on if you want me to.
Uniques have the same suspense as when you ID them, uniques can harbor powerful stats the same as runewords did (whats the difference between having a unique with teleport or it being on a runeword), choosing your base was a visual thing only really and you can transmog now so? Versatility again uniques can do the exact same thing, you can also just make certain uniques season only same for adding future uniques to fill itemization gaps (infact that is what they do), collected all the required items ehm... sets and lets face it you just traded for the runes you didn't exactly go on a long journey collecting them all? Not really sure what you mean by "manually forging" your putting runes into sockets, it's hardly anything more than just IDing an item.
Pretty much everything you've said can also be applied to uniques. I see no difference at all between a unique and a runeword apart from the way you make the stats appear.