I didnt go into the purchase blindly. I already knew that ToI was designed as a standalone expansion and that it had very little compatibility with RtL.
And considering we only play RtL and not any of the normal Descent quests, I did consider not getting it. However, since I'm a complete compulsive obsessive have-to-have everything, money went out of my pocket to the shopkeeper and now I have it at home.
And here is the problem...
1. Feats. According to the new FAQ, which quickly disappeared, Feats are just supposed to be included in RtL as written. So this is a big shift in the balance towards the heroes.
2. Extra OL cards. My overlord deck has now got even bigger, which means it now takes me longer to get through the deck. My heroes are now able to complete a 3 level dungeon before I empty my deck - before the extra cards it was very close but I usually managed to do it. This again, is a balance shift in favour of the heroes.
So - by me purchasing ToI, I have effectively made life more difficult for the poor Overlord (sympathy postcards appreciated), with nothing in there to balance it back.
It's like when Treachery was introduced in AoD / WoD. Now all of a sudden, the Overlord has treachery to spend which is a huge shift in balance towards them. Considering that the base quests were a little easy with 4 heroes, I figured this was a way of balancing it out, which I have accepted, but I dont seem to be able to accept that things introduced into ToI addresses the balance problems - it just creates more.
I really wish FFG would spend time creating expansions which offer new things as optional, and that each one is balanced both ways. So introduce things like feats, but make them cost something to get, or cost something to use. Just giving them away for free at the start, and then more for free as the game carries on, and letting them use them for free just seems wrong.
As for the fix?
1. I've already house ruled feats, since I had ToI and wanted to use them before the FAQ said to just use them as written - so I've kinda fixed that a bit. The heroes are still better off for having them, but they start with less, get them less often and have to pay a fatigue to use them.
2. I'm proposing that I insert some extra cards into my OL deck at rougly 1/3, 2/3 of the way through. When these cards come up, the OL gets 1 XP and the card is removed and replaced by a new one. i.e The OL still gets 3 for emptying the deck, but it is a gradual thing which stops the stupid metagame of counting cards and altering game pace to try and finish the dungeon before the OL runs out of cards. Whilst I dont like this anyway, the fact that it is now harder for the OL to run out of cards is the problem