I have given this file my endorsement.
Thanks for the thumbs up, much appreciated.
Now that the obbligatory thumbs up are out of the way...
This is great work, I'm playing with IA and your mod together and I love the balance it strikes.
-The white named mooks are all in all fairly easy to handle.
-The yellow elites are enough of a challenge to make you think about what you need to do, should you send off one guy to hold him off while you slaughter the minions or do you ignore the minions and try to take out the bigger threat.
-The orange bosses are so far pretty tough, I just finished my first run through of Ostagar with my mage and let me just say I was glad I took heal and cone of cold. The Deamon in the wilds wasn't bad, but the Ogre was a challenge doing 60-90 damage a hit!
I hope you keep it up, I love the balance you struck, it feels like if your party really does know what it's doing when it's hacking through the redshirts, but at the same time more elites and bosses actually feel like what they're supposed to be, as opposed to mooks who got a gold star in class.
I'm very glad to hear that, as that is pretty much exactly what I'm aiming for. I've always thought that Lieutenants should be highly formidable opponents, kind of like main characters in their own right, opposite yourself and your party. Bosses of all types should intimidate you and make you think and strategize.
There are a number of fights that will really stand out from their original form. I'll drop a few hints without spoiling too much. The ogre at Ostagar is one, almost any fight with dragons is another, and if you're playing a mage you should expect templars to give you some trouble.
Finally, if you are still taking suggestions for future updates to your mod, I have one concerning mages and namely the dreaded Arcane Warrior/Blood Mage combo...
Awesome, thanks for the suggestions. I haven't even played a mage yet, and I have yet to really look at them much. My plans thus far were to increase the effect spellpower has on spell damage, then increase cast times and have willpower affect them. I thought that would help to make both attributes about equally valuable, making people really think about how they invest their points, and creating much different feel of the class depending on it. As yet though, I haven't figured out any way to alter cast times besides the base values.
That being said, your suggestion is just the kind of thing I'm looking for. Your logic seems solid, and you have detailed and explained your reasoning well. I can't promise exact numbers or anything, but I will certainly keep your suggestions in mind when I take a good look at both classes.
Any ways thanks for your time and keep up the good work. I look foward to seeing what you have for us next.
Thanks for the time you took to credit my work and share your thoughts. The more interest and input I get, the more motivation I have.