Angrrrr not usable enough in high lvl areas
Without introduction, let's compare fire sac to fire iop nowadays.
Even with a lot of angrrr on sacs site, fire iop can do more dmg than sac. Second - he can do aoe.
So basically, during the fight, he can do much more dmg, cause even if sac have much angrr, there is not such huge difference in dmg (between iop and sac on high angrrr).
Before it was like - yea, sac is weak at the beginning, but when he on full angrr he was the beast coparing to other classes. Now, he is weak at the beggining and just a little better when he is on full angrr. So, overall dmg during the fight is poor.
But that is not the worst thing. The worst thing are new high lvl areas, like wabbits.
Why? Because mobs there deal a lot of dmg, taking a lot of life. So it's rly hard to keep your sac on the edge of death to provide high lvl angrr.
Ok, if you have an eni which have a little less ini than you (so he/she can heal you after your turn, not before) than you can do sth, but in other circumstances not rly. You need to keep like 1000 hp to survive in close combat fight (mayby not on lenalds which jump a lot, but in some high lvl dungs).
So basically, high lvl areas made angrrr not usable enough...