Not that one.
The Dungeon Defenders patch notes thread is interesting just in its volume. These are not even all the patches, since bug fixes and such may be stealth-patched. The game has been averaging around a patch per workday, with multiple patches on some days. I think that means they released during late beta, and you have already heard my nattering about how this nullifies the possibility of a long-term view.
The next patch is chock full of quality of life improvements, such as auto-fire (which was previously player-implemented via developer-approved macro). Easier respec, more benefits for upgrades, use-based pet experience, restricting random events that can cause the game to be unavoidably lost in one shot, and adjusting the loot tables so you will not need to play Survival for 6 hours straight to get the best loot.
I’ve sincere about that: 6 hours. The best loot now comes from Survival waves, improving with each wave, and getting to those later waves takes hours. With the new changes, getting to wave 25 will still take 6 hours, but maybe you can get the benefits from a 4-hour stay on that map. That’s still pretty long and boring, but at least your crystal will no longer seemingly self-destruct from the items removed in the next patch. You still need to be able to play for that long, keep a Steam and Trendy connection that long, and to want to sit through (tens of?) thousands of enemies per wave, each of whom will be in 5-digit hit points by the later waves.
I don’t see a single “oh man!” change on the list, but it is addressing the details of the endgame they’ve created, not the core difficulties with the endgame itself.