The full patch notes are here: https://forums.obsidian.net/blog/7/entry-190-update-notes-300/
But the big headlines for combat improvements in this patch (bear in mind they’ve also improved combat several times before - including nerfing Ciphers hard twice before) are:
They now have immunities are well as strong resistances (I think they technically had some before, but very very few), which makes a bunch of stuff work better as a result (I get why they didn’t go with immunities before but I think it was a mistake with the rest of the design, so this seems smart). Loads of spells which were kind of shoddy before because they gave buffs against X and reduced duration from X now give immunity to X for a shorter period, which is much more useful.
Athletics got disassociated from Fatigue, and now gives a self-heal to people who have it instead. Survival got some kind of update too.
Ciphers got nerfed. Again. For the third time. This one looks a bit more competent, because they’ve actually modified some of the Cipher abilities to make up for it, rather than just making them work less well. They will definitely be slightly more boring (as they will get to use abilities less often).
Added a ground keyword which means stuff that’s not on the ground doesn’t get hit by stuff that is - i.e. a flying creature can’t slip on an oil slick.
Various minor Fighter and Bard (Warrior and Chanter? I think that’s what they’re called) buffs.
Rangers have been buffed a number of times over the patches, but still kind of suck imho. At this point it’s more of a feature than a bug.
Both have more “U WIN!”-type abilities, for sure, I think the issue with Ciphers was that they basically pumped out pretty-decent spells at a rate of knots, every encounter, all day long, whereas Wizards and Priests ran out of juice eventually and had to rest.