I know it's been 2 years but I started tinkering with this again and here's what I came up with (work in progress, will properly release the updated mod when I'm done).
"All damage" bonus base values lowered to 1/2 of single element damage bonus from 2/3
Single damage bonuses and all damage bonuses have more or less the same multiplier but with "all damage" being at 2/3 of single damage it was almost always the better choice.
"Wounded rage" bonuses (max values) greatly increased to compete with all damage bonuses
They literally stood no chance before. Why equip a damage bonus that has a prerequisite when the "all damage" has MUCH higher multipliers and is always at full strength?
"Chance to" burn, freeze, poison, weaken effects overall increased to the value of "chance to open wounds" (except poison forge and those that increase all of them)
Very simple. Open wound, poison and burn are identical save for damage type. They should have the same chance to proc. Weaken and freeze followed
Need to study how crit hit % fares in comparison to all damage bonus. Might also change the flat multiplier damage in balance.txt
Full rework of elite mounts. They all boost Hp, defense rate and decrease the regen time of the aspect they're tied to, plus I already gave them 2 more bonuses unlocked by Riding (one attribute shared between aspects and one bonus ), now they're all unique. They are:
Dragon Mage, boosts Stamina:
Dragon magic: All Damage; Elemental Magic: Spell Intensity; Mentalism: Combat Art Range
High Elf, boosts Intellect (Dragons are gone. Lonely Hippo is the aspectless one, see above for the new Mystic Stormite Drake):
Arrant Pyromancer: Chance to Burn; Mystic Stormite: Chance to Freeze; Delphic Arcania: Casting Speed
Dryad, boosts Dexterity:
Capricious Hunter: Attack Speed; Cabalistic Voodoo: Chance to Reflect Ranged; Nature Weaver: Chance to Block Spells
Inquisitor, boosts Willpower:
Gruesome Inquisition: Damage of Enraged Players; Astute Supremacy: Spell Resistance; Nefarious Netherworld: Chance to Block Close Combat
Seraphim, boosts Vitality:
Exalted Warrior: Regeneration Per Hit; Celestial Magic: Chance to Reflect Close Combat; Revered Technology: Regeneration Penalty from Buffs -X%
Shadow Warrior, boosts Strength:
Death Warrior: Chance to inflict Open Wounds; Malevolent Champion: Attack Rate; Astral Lord: Chance to Block Ranged
Temple Guardian, boosts Max Shield Energy:
Devout Guardian: Chance for Critical Hits; Lost Fusion: Chance to Halve Regeneration Time; Source Warden: Chance to Reflect Spell
Still need to decide how to handle aspectless mounts, especially on the unique bonus side. Defense, HP, Regen Time (for all aspects, lowered) and attribute bonuses will likely stay, maybe with different values compared to the aspect ones.
What do you think about those changes? Do the bonuses from mounts suit the rider and the aspect? Would you have used something else somewhere? Is Riding now appealing somehow?
BTW I know this is on the fancy side of balance changes... I think the most important one is by far the nerf to shields and 1H weapons and the boost to 2H weapons, achieved mainly by tweaking the number of sockets, and secondarily by nerfing the bonuses unlocked by shield lore.