Installed and played your mod as a gunslinger up until Stillwater, doing all the sidequests and dungeons.
I'm a level 51 Firearm master, Dodge expert with maxed out Dexterity and Perception.
Only skipped the Dragon Blood Pool boss because I was low on ammo and didn't care enough to come back with more.
I both liked your mod and found it annoying.
Since I guess you want feedback on what to improve, I'll start with what I didn't like... :p
I didn't like the fact that the Elephant Gun (you can craft one without Wooden Rings by pickpocketing the Pickpocket master - a fate point used, but I was so curious about the Elephant Gun's power that I used the debug menu to get one, tried it and then re-loaded my game) is only slightly more powerful than the rifle I pickpocketed from the Firearm master using a fate point extremely early on.
Really, why should I even bother with crafting weapons if I can easily get a longer range version of the most powerful firearm possible bar the ones from Vendigroth?
(I'm not including the Dagger thrower, which I didn't try for the lack of a component I know I won't have until after Quintarra)
I like the fact you made enemies more powerful, but in my opinion you went too far. You gave them everything, many monsters are now lightning bruisers... every fight ended up with me switching to real time, telling my party to Back Off and Move away (sort of a "sod off" combo XD ) and just kite those deadly bullet sponges around.
I found battles became just more annoying rather than more difficult.
On turn based, it depended mostly on whether there was a door or not: AIs can't open doors during combat if I'm on the other side, while I can freely open and close them.
Fights involving doors were long, LONG cakewalks, fights away from doors were incredibly annoying, but mostly because my party shared the enemies' ridiculous AI.
I know you can't do much about that, but it still was annoying.
What about making enemies suffer from crippling overspecialization?
For example: what about making Golems extremely tough and deadly but nearly immobile?
Making Arayas fast and hard hitting, but very frail?
Making Lizards fast and tough, but needing to zerg rush the party in order to deal noticeable damage?
Also, another complaint about crafting: the recipes.
But I guess you already know about that... it's impossible that nobody complained yet about the omnipresent, rare even after Quintarra, Wooden Ring or Bessie Toon's Mine's property act XD
Now what I liked: I liked that you buffed up Tech weapons.
The Fine Revolver is actually even overpowered, in my opinion.
I like how you changed the spells (I admit I only read the descriptions, but I liked the idea behind your changes)(if only you could get the Crowd Control ones -the stuns- working...) but I'm scared about trying them: how am I supposed to whittle down those deadly lightspeed-moving behemoths using fatigue-based skills? oO
Also, I like how you forced me to actually sneak up on the portal near Liam's Laboratory and close it instead of just sitting there farming Void creatures until they're too scared of me and don't come out anymore... XD
One last thing: can you do something about the extra XP you get for hitting enemies yourself?
In both vanilla and modded Arcanum, I find myself often telling my party to back off just for that... it's better (my companions are usually left alone by the enemy AI, can heal me, and I can fight better -kiting and using items- if I don't have to care about my companions getting in the way or getting hurt) AND I get that bonus XP.
That's about it, I think.
Thanks for your mod!
Post edited March 07, 2014 by 255ff