New version with a dynamic difficulty enhancement feature, 5 new skills, major loot changes, and lots of rebalancing. If you're finding the game too easy at this point, you should check the mod out.
Bardmod Changelog V1.2
MAJOR NEW FEATURE: Enemy Buff Randomization and Champions!
Many people will find the game easy after a while, and more importantly, predictable. Obviously this is just the alpha so there's limited combat, but I wanted to try out a way to make the game more difficult, dynamic, and satisfying loot-wise at the same time. Thanks to Rykari for the initial suggestion.
On entering combat, each enemy above level 1 will receive a permanent random buff, ranging from hasted to floating to invisible to several custom buffs like +5 leadership, vampiric attacks, extra perseverance or pain reflection. Enemies also have a 15% chance to become champions. Champions are very powerful, ranging from a fairly standard boost to basic stats like damage and resists, to a polymorph champion, to a bard champion, and others. However, you'll be rewarded with a garaunteed blue or legendary and other loot on killing a champion, and all enemies have a chance to drop extra items. Bosses that receive champion buffs will drop one additional garaunteed legendary along with other champion loot.
These buffs are intended not just to outright buff enemies (though they do to a degree), but also to force you to change up your strategy. If you an encounter a leader-type enemy, for example, you'll want to avoid stacking up a group of enemies. You might face "Fragile Dodger" enemies that have high dodge chance, but reduced elemental resists, so you might have your mage go for that enemy instead of your rogue.
By default every enemy receives a buff at the start of combat, but the frequency of enemy buffs can easily be tweaked to your liking by editting the EnemyBuff.charScript file with a text editor. This file is located in the Public/Shared/Scripts folder. Change the line INT:%RandomOn = 0 to INT:%RandomOn = 1, and set the value of FLOAT:%BuffChance = 0.50 (50%) to your liking. You can also disable champions or change their likelihood of appearing.
To disable this feature entirely, set INT:%BuffsOn = 1 to INT:%BuffsOn = 0 and INT:%ChampionsOn = 1 to 0. This remove the buffs as well as the extra loot.
Note: all enemy statuses but the champion statuses can be stolen with Bard's Swindle skill.
NEW BARD SKILLS
Crescendo (1 AP, 4 CD)
Boost a character's movement speed by 25% for one turn, and then by 60% the following turn. Bard needed a good movement skill that wasn't just another teleport, and also requires some preperation for best effect.
Call and Response (1 AP, 4 CD)
Inspire a character with feelings of vengeance and gratitude alike, healing characters that have applied current buffs they have, and damaging characters that have applied current debuffs they have. Heals or damages for 8% of a character's maximum vitality per status. (Hopefully this skill isn't too confusing)
Barbarian's Delight (1 AP, 4 CD)
A barbaric jig of bloodbath that grants an ally a random buff whenever they slay an enemy (non-summon) for the next 2 turns. If a character kills a character with the Barbarian's Delight status, the killer will receive a random negative status.
Song of Travel (2 AP, 4 CD)
Boosts the movement speed of yourself and nearby allies by 25%. Removed on entering combat (however, it can be cast again in combat if you want). Mostly meant for use outside of combat, but can be useful for combat too if you don't have other skills to use.
Guilt Trip (2 AP, 5 CD)
Deal a small amount of piercing damage and apply remorse to nearby enemies for 1 turn. Remorse causes piercing damage when characters use skills. Bards needs another simple attack/damage skill, but still requires good timing to make sure enemies actually have skills to use to deal the most damage.
BALANCE CHANGES
Reworked Perseverance so that when Knockdown is removed (either naturally or with a skill), you are fortified for a number of turns according to your perseverance: 1-2 Perseverance = 1 turn, 3-4 = 2 turns, 5+ = 3 turns of fortified. Same concept for stunned, applying magic shell with the same ratio of Perseverance to turns. Toned down perseverance armor recovery from 15% to 8%.
Inspiration of Woe (convert damaging statuses to auras) can now be cast on your allies, not just yourself.
Receiving a critical hit now grants you a stack of of Masochism if you have Masochistic Melody.
Characters with zombie talent now bleed poison and have a status to indicate they are a zombie.
Boosted range of Jingle and Song of Living Nightmares to 12m each.
Jingle can't apply enraged or invisible anymore, but added a few other statuses it can now apply.
Resonance and Feedback cooldowns increased to 3 turns, from 2.
Buffed initial Feedback damage, no longer deals damage over time.
Reduced Tame the Chaos cooldown to 3, from 4. Increased range by 2m.
Staggered now reduces maximum AP by 3, from 2. Reduced the other maluses to 25% from 30%. AP reduction felt too forgiving especially against Glass Cannon characters. Fixed Staggered and Off Balance not applying the accuracy penalty.
Toned down the resistance penalty from Shed Skin to -15%, from -25%. It was a little too punishing.
Significantly nerfed the lucky charm treasure skill that adds loot to enemies, from 100% chance to get a magic+ item to 15% chance.
Increased angle of Sound Wave by 15 degrees, slightly boosted its damage, and made the resist debuff it applies last for 2 turns.
LOOT
More than halved the resists you can find on random loot (e.g., 30% resist items are now 15%, 20% grant 8%, etc.) Uniques and shields unchanged. Resist inflation was absurd without even trying to deck out in rares/epics.
Rare items can occasionally appear with a single legendary modifier (e.g., grants a skill or an immunity or high amounts in one stat).
Epic items can occasionally appear with two legendary modifiers.
Strength and Dexterity bonuses now only appear on weapon types that benefit from those attributes. Intelligence still can appear on all weapon types.
Thievery bonuses no longer appear on loot. Too easy to abuse by trading to allies to pickpocket.
Loremaster only appears on rings now. Persuasion only appears on helms and amulets (removed from rings and belts [wtf? sexy beltbuckle I guess?]).
Amulets can't provide an AP recovery bonus anymore. (Chest pieces can appear with custom AP recovery/start/maximum combos that are hopefully more balanced than a straight +1 AP recovery.)
MINOR CHANGES AND BUG FIXES
Bard skillbooks can now appear in random loot and have a custom description instead of using hydrosophist description.
Undocumented Change (since V1.0): Very slightly buffed lucky charm. Like, from 5% chance to proc to 6% to proc when looting a container.
Slowed, decaying touch, shackles of pain, diseased, and infectious diseased now grant a stack of Masochism if Masochistic Melody is applied with these statuses active.
Crooner (the healing lute Laslor sells) now applies a reduced healing effect than standard renegeration. The lute no longer provides a constitution bonus. Calming Presence now actually improves resonance skill.
Bard at character creation no longer displays an extra memory received from gear.
By default Bard and Skald presets now start with Mnemonic talent instead of Far Out Man.
Staggered now always pierces armor against Glass Cannon targets, instead of applying Off Balance if they have armor.
http://www.nexusmods.com/divinityoriginalsin2/mods/3/?