Vote time again! Since a bunch of people have voiced their burning hatred of this mod, I figured we'd make a good ol' vote. Keep in mind, it can be nerfed. I personally think it's fun to be afraid to leave your house. That's generally the point of mobs existing, but modded MC makes players pretty much invincible to vanilla mobs after a few hours of playing.
I'd just say a small nerf. Nothing super ridiculous or anything. I do enjoy the challenge, but it's sometimes a bit overwhelming based on my particular skill with all the mods. Plus my constant confusion and misunderstanding of it all.
I'm actually fine with how it is right now, there should be at least some challenge left even for well-equipped players, and most Infernal Mobs can be defeated if you have at least iron armor and a diamond sword, and some luck with getting not-so-powerful modifiers on it... Maybe Regeneration and Lifesteal effects could be removed or at least nerfed though, because right now you can't even out-DPS the regen with a diamond sword. It's alright if it takes 2-3 minutes to beat it but especially regen makes it unkillable if you don't have a really powerful weapon. But the mod should definitely stay in my opinion. You know, I've never done any alchemy before, never made any potions. This is a good incentive to actually do that. Regen potions are very helpful against strong enemies, and since you don't have a choice on when to encounter them like you do with the dragon or wither, you need to be prepared at all times, even in early game. It's also an incentive to get good armor early. Usually there are no enemies to be feared so iron armor is enough until you need to beat a boss, so I'd never get anything else. Now I'm already working towards terrasteel armor and a good TiC cleaver before even going to the moon.
My main issue with the mod is that the mobs stand out too little. You can't see the boss bar or particle effects on an infernal mob from a distance. And if you meet one in a cave, you're likely already dead once you realize that the mob that came out of the dark was actually an infernal one.
I agree with Tonius. I don't think it needs any nerfing, but some indication of what kind of mob it is would be nice.
I think that lifesteal, blindness and regent should be nerfed but the infernal mobs should be harder, or at least add more tiers of difficulty. Also make them drop better loot if killed by a player, maybe like hqm loot bags.
Mobs should be harder yes, but not impossible. When a poison spider sets you on fire with 900 hp and lifesteal and regen, its pretty difficult to say the least to kill them.
It's clear to everyone who's faced them that there are some combinations of buffs that make these mobs UNKILLABLE, not in the practical sense, but in the objective sense. When mobs can have 7+ buffs, it makes the odds of those combinations much higher. I do agree that there should be a measure of challenge, otherwise mobs become just so much resources to be farmed. What I do not agree with is mobs that can walk the land with impunity, killing anyone in their path, even people with decent gear. I have no idea how much the mod can be tweaked, but bringing it down to 3-4 buffs TOPS, with no unkillable combinations, would still significantly challenge players without creating walking apocalypses that can't always be avoided. When things like skeletons and zombies can be in sunlight all day and not die, that's a sign something needs fixing. Wait, what? Am I saying that a new mod is good? Stockholm Syndrome must be kicking in...