On a more measured note, the mod is still very welcome. However, the aforementioned issue still stands, as well as a few others:
The bone minions take ages upon ages to kill, making you almost want to skip breaking containers in order to avoid the slog.
Making one of the few enemies normally worth using powers on resistant to powers is also a poor move. What's the point of having powers if there is nothing worthwhile to be used on?
Corollary of the above, starting with premades, you don't have access to copious amounts of lifesteal or death resist, making their grave beam exceedingly deadly and an instant save and exit situation for many compositions. (I'm talking over 200 armor at 40, not 90-140 squishies)
Additionally, certain encounters in the game have containers breaking as their script, or just as a result of the AI factions playing their battles out. In the glorydeep mine I was fighting 2 bone minions on top of the three overseers at the camp just before the cinbri city! Even after nerfing their damage by a third they were causing significant damage to my tanky party BUILT for tanking. The containers broke from the explosives tunnel quest.
Morden chief is also exceedingly tanky. For someone so slow and non-threatening otherwise, there is no justification to beef up their HP. It doesn't make fights better, unless you need to put an enemy outside the four brutal attacks burst treshold, which is something even half the health would do even if you disable power resistance.
Heck, even Vai'Kesh Prophet Argir in bw could hold up the party well enough with one third less health and half the healing. When he got to heal spamming it really stalled progress.
Again, the importance of playtesting can not be stressed enough. All the above issues could've been avoided by sending at least one party through the campaign with the changes done.
On a more measured note, the mod is still very welcome. However, the aforementioned issue still stands, as well as a few others:
The bone minions take ages upon ages to kill, making you almost want to skip breaking containers in order to avoid the slog.
Making one of the few enemies normally worth using powers on resistant to powers is also a poor move. What's the point of having powers if there is nothing worthwhile to be used on?
Corollary of the above, starting with premades, you don't have access to copious amounts of lifesteal or death resist, making their grave beam exceedingly deadly and an instant save and exit situation for many compositions. (I'm talking over 200 armor at 40, not 90-140 squishies)
Additionally, certain encounters in the game have containers breaking as their script, or just as a result of the AI factions playing their battles out. In the glorydeep mine I was fighting 2 bone minions on top of the three overseers at the camp just before the cinbri city! Even after nerfing their damage by a third they were causing significant damage to my tanky party BUILT for tanking. The containers broke from the explosives tunnel quest.
Morden chief is also exceedingly tanky. For someone so slow and non-threatening otherwise, there is no justification to beef up their HP. It doesn't make fights better, unless you need to put an enemy outside the four brutal attacks burst treshold, which is something even half the health would do even if you disable power resistance.
Heck, even Vai'Kesh Prophet Argir in bw could hold up the party well enough with one third less health and half the healing. When he got to heal spamming it really stalled progress.
Again, the importance of playtesting can not be stressed enough. All the above issues could've been avoided by sending at least one party through the campaign with the changes done.