Updates and changes and progress, oh my:
The website is back up!There's a gameplay video of the new version! I recorded it from the perspective of the Tank. Sadly, my internet was being shite. Alas.
The problem of Wardens movement being too filled with unexpected bursts of speed has been mostly fixed. The monster is now easier to hit, especially when the Tank ropes it in (assuming the Tank's internet isn't crap).
Wards are back in! The Tank no longer has the shield ward; that's going to the DPS, who is soon to be renamed the Abjurer. The Seer has both the slow and blind wards. The main roles are now 'keep your teammates alive by keeping the monster away from them' (Tank), 'keep your teammates alive with overwhelming force' (Abjurer), and 'keep your teammates alive by heckling the monster until his player is frothing at the mouth with rage' (Seer). So far each of them seems to be working fairly effectively, but the DPS needs some more gratifying effects to make it more appealing.
Monster can no longer be pummeled down into a ghost form. Instead, each monster has a cycle of attack/wait that lasts about two and a half minutes total. When the monster is attacking, the Wardens' attacks reduce the amount of time it has left to attack in that particular interval, forcing it back into an incorporeal form more quickly. I'm planning on giving the demon 'wards' of sorts that let them try to trick, split up, or otherwise hinder the Wardens before it springs out of the shadows at them, but that's not in the game yet.
In addition, the Prop Hunt monster is temporarily removed because it doesn't fit very well with the new dynamic between the demon and Wardens. Adding in new types of monster is coming up soon on the list, just after streamlining and finishing up Warden abilities and the core gameplay of the demon's wards. Demon wards are being added because the down-time when the monster is unable to attack makes the monster's gameplay not as fun as could be.
EDIT: Also,
Specter gameplay video too.