Sphere systems are hard though and a matter of taste. DR implementation certainly wasn't fun with only priest spells where some kits didn't have anything to cast So I'm looking forward to see how they develop in your mod.
But I think they currently change the "meta" of the game quite a bit in a way that makes some kits very mage like, and brings them away from the original and pnp idea of the priest.
For example Vicky becomes basically the best mage in BG1 with her access to the entire illusion school of magic and most of spell removals and protections at priest level progression and number of spells per day. I think I would prefer less spheres, with way less mage spells on the list (and no mage staples like time stop) so that the mage spells are there for flavour or as a very limited way to give some mage-type capabilities. Something like mirror image 1 time/day and not blur, mirror image, improved invisibility, project image all day every day.
Hey Raduziel, thanks again for your mod definitely going to join my staple install with SCS, Rogue rebalancing and tweaks!
As for my feedback, I didn't have too much time to play but I did try a few kits out mostly through BG1 but some through ToB to see how they are at their peak. I play SCS no reload in a small party or solo, for context.
Kits: Amazing, so much variety and attention to detail (the default colours taken from Faiths & Avatars really blew my mind). I tried a priest of Tyr, a cleric/thief of Mask and brought Vicky along and everyone was a blast.
Spell revisions: I like all of them, although I don't think they install if you don't install the sphere system, which brings me to...
Spheres: I first played with spheres and then I played without. The idea of them is great, they flesh out the specialty priest they give it a unique playstyle and they are fun!
Overall, they are pretty well implemented though I do have a few disagreements on which deities get which spheres; for example, I would swap out Vocal on Torm for Healing because he is much as helping protector god as anything else; his priests are charged with repairing dead magic areas as part of their penance. His spheres are too similar to Tempus in my opinion but that is just my opinion. I think one major issue is that some spheres have a lot of variety and spells and others don’t, case in point Vermin has very little but Thought and Combat have tons; this results in some kits getting a little bit of the short end. I have some ideas, but am not sure if they can be implemented; for example Vermin lacks a lot of spells;
A good argument about Torm, I'll try to fit Healing somewhere. But let me add a disclaimer: eventually, some deities will have spheres similar (if not equal) to others. That is unavoidable as the number of deities increases and the number of spheres remains the same. That is especially true with gods that share some common ground as the combat-oriented deities.
I would suggest adding one spell, perhaps level 7 (not sure if it can be implemented) that would be called something like Greater Spider Spawn and it would summon 2-4 Wraith Spiders, which have Strength and Level Drain or some equivalently powerful form of spider with similarly powerful abilities. I think the bottom line is that spheres that lack spells (to the extent they can be at all) should be filled out a bit.I have some other ideas but I don’t want to overload you.
Kits; obviously a lot of interpretation involved but for example Torm wield’s a Great Sword, called Duty’s Bond; why not allow his clerics to use Great Swords in much the same way Tyr’s can use long swords or even Cyric’s.
Overall everything seems on point but I would add some spells to sphere’s lacking (Vermin would be my priority) and incorporate weapon flexibility based on the deity’s chosen weapon.
Other than that I have tested and played a little bit with most of them. I don’t have any overt criticisms but some suggestions which I will leave for last at the end.
I use all components of the mod, the spheres, the NPC components, etc.
Mazzy is now MUCH better than the boring fighter she used to only be, huge improvement; cannot comment on Shar-Teel though.
I play on Insane (with AI mods) so I think it is pretty balanced overall, no real complaints on that and the only one I had was self-inflicted, which was using Atweaks Fiend component, which is ridiculously OP and I stopped using it.
I do have a lot to say about the kits and spheres; so let me start with the most interesting and favourite part, the spheres:
First off, your mod is my favourite one for all of BG because I like priests/clerics the most...and you are a great modder.
So far only in BG2EE but looking to do a completely trilogy from BGEE onwards...
I have tested or used almost everything but the one I used the most and extensively was a gnome cleric/thief Bloodstalker of Urdlen. I like the theme and the cool abilities (I like the Vermin sphere, more on that sphere later). I got to the Underdark, but it was never intended to be a full playthrough. I really enjoyed the kit; the combination of thief with the cleric kit, could still use pointy weapons, had stonekin, could cast insect swarms and even summon earth elementals, become invisible, very fun and rewarding.
The other one I played almost as extensively, got to Brynnlaw, was the Battleguard of Tempus, which I was thematically less interested in but it is a very powerful kit, played a Half-Orc fighter/cleric.