I am no fan of these proposed patch notes in general and believe that stubbornly following this dogmatic mantra that all skills that have a stun, knockdown, knockback, etc. should do next to zero damage with no consideration for any other contexts is complete kitten and lazy design. I would like to draw attention to the skill Surge of the Mists in particular as i feel these changes completely destroy the skill's design and will leave an iconic skill that used to feel great and rewarding when you land it just right, feeling completely underwhelming in every sense when used offensively.
Surge of the mists is a series of very short knock-backs that individually disable the enemy for a very short period of time and individually do very low damage however they combo with themselves and depending on how well you land the skill you get greater effects. The full skill contains nine hits and the number of hits which land depends your position at the start of the cast and how perfectly lined up you are relative to the target; if you start too far away and the first few hits don't connect and if your angle isn't directly into the target they drift off to the side and you miss the later hits. Any integer number between 0 and nine hits is possible depending how well you line up the skill.
Currently the reward for landing a good/perfect surge of the mists is that you do more damage since 9 hits give a decent amount of damage compared to the negligible damage that only 1 or 2 hits do. When the damage per hit goes to basically zero there becomes no longer any incentive to try to land the "perfect surge of the mists" because you get the same effect regardless: a short duration knock down that you can't even land follow up skills with afterwards without quickness because the target stands up naturally so quickly they can dodge your follow up damage, the only benefit to landing more hits would be when you have allies that can continue to attack your target while you are animation locked however it isn't even good at that as the enemy will be getting dashed along faster than melee builds can keep up with. In fact landing the perfect surge of the mists will in any sort of 1vX will be more of a liability as you just potentially take more damage from retaliation with no benefit. Adding a wind up at the start of the cast so the skill can't even be reliably used as an interrupt is just extra salt in the wound in turning a previously awesome skill that required good precision to get maximum value from into something that just doesn't matter how well or poorly you execute with it.
Surge of the mists will still be worth using (at least if staff is still worth using in general) since it has an evade and some mobility, but that is all it will be good for. Even if you continue to insist on this whole "hard cc should do no damage" please reconsider changes so that there is still incentive to try get all 9 hits in from surge of the mists such as making the last hit knock down the enemy target for a duration proportional to the number of impacts that have landed. With the current proposal I don't even care what this means for overall balance, this is just dumbing the game down and killing fun at this point because of blanket rules with no consideration for context.
Edit: Also love how SOTM got it's own damage tier, .01 per impact was too high needed to go to .001 XD
ALL IS VAIN