hey fclark,
I'll try and answer your question the best I can. So my team of programmers, artist and designers have 90% of our focus (maybe even more, we're just doing little things for live game like today's new Legendary) on the next content releases. In creating this content we're play testing higher level areas, with more talent points, better equipment, more attributes, etc. With the growth of our stats at the higher levels and increasing values of haste / dodge / crit we felt we needed to make some changes to ensure we are happy with the next update in terms of balance. We're totally open to feedback however and we'll continue to strive to make the balance better.
Mojawk - I can't help wondering whether this strategy is just going to create a repeating problem. Isn't the same problem going to arise when we get to level 60, or 70, or ...? And by rebalancing for higher levels you are destroying the balance at lower levels - a balance that had been refined through a lot of testing during beta.
Surely a better way to rebalance the higher levels would be to make these formulae more nonlinear, so that the extra points have successively less effect.
Edited by rowbet, 13 February 2014 - 07:04.