Southern Swamp in particular is mysteriously easy (could maybe use a weakling second boss?)
Medusa or Tomithy would work nicely; easy enough that they won't increase the difficulty much (in fact, for a veteran the addition of Tomithy might make it easier, since he's effectively XP and gold fodder). Avatar's suggestions are good too.
The two major complicated tasks dungeons have been nerfed too hard over time (Berserker camp and Magma mines). Maybe.
Berserker Camp definitely, Magma Mines I'd say no. Personally I dislike that the 100% resistances got changed to actual immunity; it was pretty cool when you could use resist-down effects on them, and it made "specialist magma mines" one of those interesting and unique challenges. The resulting change to the specialist badge has been a real let-down in my eyes; the only dungeon where that badge is meaningful now is Creeplight.
Taurog could maybe use his damage boost on unstoppable fury back. It's a bit nasty with monks, but wth, we tested all the other stuff extensively enough (I guess)
I'd actually liked that this encouraged early use of unstoppable fury; made a nice decision as to whether you wanted to save it to spike the boss or leverage it for a long-term advantage.
Taurog has always had the problem of being too Monk-friendly, and I wish there were a graceful way to deal with that.
What about the thief? He was way too good once upon the time, but the tinker and the transmuter make awesome generalists and he has more competition for the role regardless of power, so maybe rebuff him? Who knows?
Once the Trisword was nerfed, the Thief should have been re-buffed. More than any class (with the possible exception of the Warlord and Rogue, who kick enough ass as it is) he synergized with that item, and its loss hit him very hard.
I'd rather his potions be kept at their current level (so he's not too
much of a halfling/gnome party) and his other class features receive the buffing.
1. HHoS is far too easy
Agreed; hard Indomitable has been heavily over-nerfed. With the Orb of Lusory on the field and his diminishing damage, a return to 50 DP would probably be fine.
3. Berserker camp is far to easy ... He is the easiest level 10 boss in the game
Nah, Tomithy is easier. Close second, though.
(And I like it for burndayraz and apheelsick, it's the random spell dodges for utility that's annoying).
Maybe meet in the middle? Have the transportation effect of WEYTWUT/WONAFYT always work, but the slow effect be blocked by magic resistance. This prevents magic resistance from blocking off exploration while allowing it to block popcorn bowling.
Now, on to Jehora Jeheyu
. Here is my opinion:
1) remove health drain from his list of punishments, or at minimum cap it out at 10 HP.
2) when JJ gives the mana burn punishment, it only invokes the status ailment and does not remove your current mana (bringing it more in line with poison).
3) starting piety for JJ correlates with the number of revealed monsters on screen (still randomized, though)
Taken together, point 1 and 2 make it realistic to play without petition, and point 3 makes it easier to jump in with partial exploration. This greatly
opens up Jehora Jeheyu's potential game plans. I'd say you could run this on its own and see how it goes.