That's true. Although I'd still argue that EB goes the opposite direction and takes a dip in effectiveness from 1.3 to 2.0, since while it doesn't have a straight magic ritual equivalent (outside of technically Armor Shell), any starting level player can take 3 levels of Hardy right away and not have to pump in 100 xp in scholar skills to get the ability to do it temporarily for one logistical period at a time.I would also like to point out that while the changes to Celestial Armor are a vast improvement from the 1.3 rules, it is still a largely useless high magic.
By the time a Celestial Formalist can utilize the full potential of Celestial Armor they can also easily create a full suit of arcane. The ten point difference is hardly worth 16 points of high magic.
Meanwhile, Earth's Bounty allows for 15 additional body, passively, which cannot be obtained by any magic item; it's possible that the new cloak/bane scheme makes this a bad trade off too. But if Earth's Bounty needs a fix to make it reasonable, Celestial Armor needs a fix to make it an actual boon versus an expensive duplication of a magic item ability.
That's true. Although I'd still argue that EB goes the opposite direction and takes a dip in effectiveness from 1.3 to 2.0, since while it doesn't have a straight magic ritual equivalent (outside of technically Armor Shell), any starting level player can take 3 levels of Hardy right away and not have to pump in 100 xp in scholar skills to get the ability to do it temporarily for one logistical period at a time.
For Celestial Armor, I'd either remove the need to buy Extra Armor in order to take advantage of its maximum value (something AA can't do) or drop it down to 1 point per 5 armor.
For Earth's Bounty, either drop it to 1 point per 5 body or change it up entirely to a resist massive or something similar.