So I've been going through the Cinders mod for Dark Souls 3 lately. It adds a shitload of weapons, armor, rings, spells, enemies, starting classes and so on to the game. One of the big changes that made magic a bit more of a hassle in DS3 is that it uses mana (or FP) instead of the Vancian system from DS1 and 2. Cinders fixes that by having your FP slowly regenerate so you won't have to rely on your Ashen Estus Flask. Something I'm not a fan of in the most recent patch is that they removed the AEF in favor of an infinite use item that restores a flat 100 FP after a few seconds. This might be useful for early game characters, but in the late game this is going to be a lot less useful.
Except when you combine this with another new mechanic, it becomes useless. Armor sets now all give you a bonus of some kind. In earlier patches these could be out there with the more unique items giving potent bonuses (the Big Hat you can buy after defeating the Crystal Sage gave you +10% FP), but now it's all very homogenized. But for every item set that gives you +10% fire resist or +8 luck, there's shit like Velka's set that restores 40 FP after killing an enemy. And given that with at least a halfway decent starting character you can kill enemies by spending less than 40 FP and that at 40 Attunement you'll have 300 FP... well, I think you see where I'm going with this. And yes, Velka's set is still found in the same place as the base game: the locked door in the sewers you need to open with the key you get from the first ashes you turn in to the merchant.
Another big revamp went to the Covenants. These are more PvE focussed and give you modest bonuses, as well as enable drops for items that you can turn in at your covenant leader for special spells, armor and cheaper titanite. A number of these items are now used to upgrade your spell implements instead of regular titanite, so you have even more of a reason to use them. And where in the base game there's a difference between all three different kinds of hexes (pyromancy, sorcery, miracles) in the current patch they can all be cast from whatever implement you want. Not sure I'm a fan of that though since it takes away having to choose what you want to focus on.
Other features include the ability to inflict curses on your game to increase enemy power, limit yourself or just spawn in more enemies, all of which increases your soul gain. And you can put those souls to good use: while Vigor, Attunement and Endurance start to give diminishing returns at 40 and especially at 60, damage scaling from Strength/Dexterity/Intelligence/Faith has no such limit and scales linerally all the way up to 99. Bosses can be respawned by using a purchasable item that costs 10% of souls you'd get from that boss so you can have another go at them, which is very useful since boss souls can now produce a lot more things: Wolnir's soul for example can now make six different things, three of which are dark pyromancies. Then there are new vendors with cleverly added written dialogue, the ability to upgrade rings to up to +5, items that let you summon a variety of allies including crabs, slugs, mimics, skeletons and even Solaire himself. Invasions by red phantoms are a lot more common, and you can also respawn the lot of them with a relatively cheap item. There's a few new minibosses as well taken from the other games, including the Dragon Rider and the Mirror Knight from Dark Souls 2. You can also fight Ornstein, Ciarian and Artorias while Gough pelts the arena with arrows as a new boss fight, and there are short unlockable enemy gauntlets to obtain rare items for weapon reinforcement.
Also the mod updates EXTREMLY regularly. Version 1.87 was released last Sunday, and I can already see that version 1.88 is almost ready. So if you like Dark Souls 3 but want more out of it, give Cinders a try. Link here:
http://ds3-cinders.wikidot.com/