It really is sad that both encounters against Alduin did not feel all that special, or harrowing. He was weak, pure and simple....and clearly like much of the main quest and writing in general, an afterthought with little testing done. I mean his super special meteor shout does 0 damage and can't even hit a barn! How could they not catch that?
It doesn't help that when we encounter him in the wild, he turns tail and flees the moment we hit him, instead of wtf owning us for daring to interfere with him. Heck, I'm sure almost anyone here on the forums could make him more challenging with the vanilla construction set alone. Here, let me try:
Alduin
1. Increase all movement speed parameters (ground/flying/physical attack speed and range)
2. Greatly reduce all incoming damage from non players, and greatly increase outgoing damage against non players
3. Increase damage resistance, health, and all outgoing damage
4. Reduce dragonrend effectiveness against him, forcing us to use level 3 dragonrend for maximum effectiveness
5. Increase player as target priority.
6. Change his meteor shout to rain a lot more meteors, each meteor does huge area of effect damage with stagger, fire damage over time, and throw back.
7. Make his shouts recover four times faster than normal, and have unlinked timers
8. Give him max level shouts: kill, whirlwind sprint, slow time, storm call, elemental fury, clear skies, unrelenting force, fire breath, ice breath, ice form, create a lightning breath effect just for him.
9. Set his AI to never land unless he is hit with dragon rend.
10. Make him immune to stagger.
There, now I know nobody has the construction set, but I am sure the changes I have listed can all be easily done without much in the way of scripting. It's clear to me that they did not even try to make the fight memorable or difficult.
