Nothings changed really. Ive always found his output to be far less impactful than people claim. He needs true los to targets to do his spell( if you play on tables with los blocking terrain as you should this is a big deal) and then you have to cast 3 times which fail/get dispelled sometimes, and then you have to roll a 2+ to get affected by his spell which also fails sometimes. And then when it does resolve its d3 mortals most of the time, so units only take 1-2 mortals per unit per cast usually. Comets call is a bit better as you often get the d6 units version, but still its only d3 mortals per unit.
I take kroak because he has a good save, a dpr save, he can cast 4 spells so he can give up one for summoning points without much problem, generates 3 cp a turn potentially, and still has comets call spell. Celestial deliverance+ balewind is nice, as mortal wounds add up over time, but its not as impactful as it sounds based on people's complaints online.
Anyways not to get too off track, like I said I dont believe kroak should be counted on to do a lot of damage over the game, so you rely really heavily on salamanders and your 40 skink blob if you go that route. losing them hurts a lot so be careful.