@Littlebob86: I don't blame Larian employees for not wanting to talk about the game in their off-hours, because they probably wouldn't get paid to write forum posts. Supposedly they do read at least some forum posts occasionally. They're probably well aware of most of the suggestions in this thread anyway, but as the OP said, this is mostly ideas for a mod anyway.

@Karvapallo: Well, that's not so different from the original game then. It's a mix of getting used to the systems, gaining more options and the issues in this thread. And something people have yet to mention: limited AI. Something that may or may not be moddable, and extremely hard to get right even in theory.

For example, a way to nerf charm would be to make enemies avoid attacking their charmed allies (unless that's the case already). But should enemies run right past their charmed allies and eat attacks of opportunities? Would it sometimes actually be more advantageous for them to put their ally out of their misery if they have less than 5% health and could be charmed for the next 3 turns? Should they try to stun or freeze them without dealing that much damage instead?

Implementing all these decisions is a whole other matter. Would be easiest to just make charmed enemies a non-target.

How about something like enemies healing players with the zombie talent, both avoiding hitting them with poison attacks, and actively casting heal spells on zombie targets? How do they prioritize healing their allies over damaging a player zombie? And should they know this from the get-go (much easier), or learn it from seeing a player get healed by poison? Someone suggested a while back that an enemy's capacity to know the players' strengths and weaknesses should depend on the enemy's loremaster, which I think would be absolutely brilliant. Most bosses and smart enemies could have relatively high loremaster, but others (like headless skeletons) would have none.

Then there's the question of whether (and how) enemies should communicate behavior to their allies. Should smart enemies be able to tell their dumber allies that the player is a zombie and to stop freaking hitting him with poison? Basing group behavior on leadership (the skill) would be pretty awesome. Kill the leader(s) and enemies start making more mistakes, perhaps even start running away. This would have the benefit that skills that reduce an enemy's leadership or loremaster skills could actually change their behavior on the fly, which is a far more exciting prospect than just affecting their stats. Or an enemy with lower health (or cc'd) would take a malus to leadership (hard to lead when you have an arrow in the knee).

All that is probably too ambitious for a mod, but basic stuff might be possible. What low-hanging AI blunders are still happening in the EE? Do enemies still constantly trigger opportunity attacks and make random movements? In general, do enemies seem to make decent decisions, or is it still kind of a mess?