I just wanna say that when you net an enemy "Immobile" is spelled wrong. It's spelled as "Immoble".
Suggestions for 2.3
I must say a lot of the rebalancing in 2.3 is very good. Here are some suggestions I feel are necessary.
The ghosts that regenerate health are difficult in an annoying way. I think they'd be fine if they simply regenerate 50% of their max health in between turns rather than 100%.
Pickpocket should be more effective in various situations. For example, it should be slightly more effective when picking from an enemy while facing their side, the front or side of an immobilized target, or a confused target. Pickpocket should be near 100% effectiveness when using it on the back of an enemy, on a target that's sleeping or stunned.
Blood Bask needs to work with bows, otherwise range specizalized scoundrels don't have any sort of heal function.
There is a deficiency in arrows for range spec scoundrels. I started using a bow at dungeon 1 after I picked up 150 arrows from my locker, and by hell 1 I had about 50 left. Had my game not fatally crashed between hell 2 and hell 3, there's no way I could have had enough to face satan. So save for a scenario where a player stores a TON of arrows for a future scoundrel, there's almost no way a player can be effective at marksmanship spec. It's unfair that a wizard should have an infinite ammo ranged weapon from the start, and a scoundrel that has to essentially put 2 points to be effective at a bow has to scavenge for ammuntion and pray that the gods of the random drop smile upon her.
Some suggestions: remove arrows from the game and just let bows function infinitely like wands. Allow the marksmanship skill to give the scoundrel the ability to "craft" her own arrows and essentially have infinite arrows like a wand. Change the drop rate for fired/thrown arrows to a much, much higher rate so more can be salvaged. Boost the drop rate of arrows in chests to a much higher number.
Give the scoundrel STR UP and HP UP skills like the other classes. With the scoundrel skill tree so thin, consisting of only 1 and 2 point skills, I find myself finishing an entire specialization quickly. If I want to go for a marksmanship build, there's no point in putting points into leap attack, skelly vengeance, or blood bask. I'd like to put those points into something that will boost my current build, and not provide a secondary build. I suppose this problem could be alternatively solved by making CRIT UP and EVADE UP, and really all the other skills to 3 point skills.
Skelly Vengeance should work with all crits. I think this would be fair because it's actually harder to use skelly vengeance if you're not using a dagger which can essentially crit on command.
There should be more grades of weaponry. Like in the bandit hole you get daggers, in the dungeon Kris drop, and in hell you get dirks. They'd all function exactly the same but each grade up is just a little stronger. In that same effect, Sword < Falchion < Cutlass, Shortbow < Longbow < Crossbow.
Show the energy cost of the scoundrel skills in her radial pop up menu.