Heavy Armor
-Full set of Iron should reduce Magicka regeneration by ~20%, Full set of Daedra should reduce magicka regeneration by 90%. This is a per-piece thing, based on a percentage based on armor.(What I mean by this is - Your chest will have the bulk of the reduction, while your feet and gloves will have the lowest - As chest has the bulk of the armor, and gloves/feet have the lowest.)
-Swap Coushioned and Conditioning (to match Unhindered in Light Armor tree)
Light Armor
-Full set of bottom-line reduce magicka regeneration by ~10%, Full set of Dragon reduce magicka regeneration by 50%. This is a per-piece thing, based on a percentage based on armor.
Destruction is all around a poor damage build. The damage is low compared to ..everyone else, and at least 1/5th of the spells are either useless because of limitations(Rune spells - only 1?) or are too mana intensive for anyone to really be able to use(it takes me ~6 FULL mana bars to take down a dragon on master.)
-Damage scaling isn't there..at all. 1 Destruction or 100 destruction - I believe this is a bug.-Mana Cost Reduction from Novice to Master perks increased from 50% to 75%.
-The perks are lackluster. +50% damage? Every other tree gets +100% + crit chances/increased damage/other misc effects. If It's possible I'd like to make this
35% 25% per perk - with 5 points. This will force people to be more specialized while bringing destruction on par with others.
-With my prior change, This would be the squishiest build in the game(it already practically is...but you can still wear full heavy) - and as such should be a power house, not a wimp.
-Impact Replaced - Increase damage when Dual casting by
200% 100%, Cast time increased by 2 seconds. - This would be the casters response to "Sneak Attack".(Stunlocking dragons is kinda lame, I think this is a much more elegant solution that doesn't rely on cheesing)
-Fire's Fear, and Frost's Deep Freeze changed. Now instead of happening under a certain amount of hp - Always has a 20% chance of happening on all but the largest targets.
-Rune Master changed. Now allows you to place up to
4 3 runes, ontop of its current effect.
-You can no longer Dual Cast runes.(They're just too powerful with these changes)
Conjuration/attacking skill scales FAR too well.
-Double Scaling(from Attacking skill, then from conjuration) it makes it FAR too powerful early-game. Maybe base Bound Weapons on level, rather than conjuration level? With other suggestions this should balance out.
-More damage from Fire pets, Less from Ice. The tanky pet shouldn't do more damage than the caster =/.
-Ability to companion share with the Master Conjuration Undead minions.
Alteration
-Alteration perk to increase duration increased from 100%, to 400%. Dropping deep in the tree should allow you to recast less often.
Illusion
-Illusion spells now have an inherent chance to fail based on skill vs enemies level. {I need to know if this will be possible with the kit as well}
-Continue up to level 50, rather than stop at lv 30(Illusion).
-Would like to add a long-lasting damage over time effect. Something to let Illusion be played stand alone - just be slow on bosses.
Restoration
-Needs more reason to actually use it... 3 points for +250 hp when dying is the only real use I can find for it =/
-The increase to undead damage really needs to raise. A lot. Talking like quintuple whatever it is now.
-Novice - master perks should reduce magicka cost by 75%.
Enchanting - breaking the game since day 2.
-Disallow Skill(pickpocket, hide, smithing, alchemy, etc) enchants.
-Reduce damage enchants by ~ 30%.(One-handed, Two-handed, Archery)
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Make enchanting level a little faster. Enchanting skill ups based on the level of soul gem you use. Petty gives half the skill ups it does now, While black/grand gives double, and everything in between gives between .6-1.9.
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Reduce Magicka Regeneration over 100%, This shouldn't go above 300% - even with a full set of enchanted gear. - Testing around with this I actually think you should be able to go higher.
-Remove -magicka spell costs from being able to be enchanted, aside of Restoration. Paladins should still be viable imo.
-Black Star shouldn't absorb White Souls. It is clearly a bug, since as it is there is no point in selecting Azura's Star over Black Star.
-Change the entire left side of the tree
- Elemental Prowess: Increase the effect of Fire, Lightning, and Cold enchants on Weapons and Armor by 25%
- Staff specialisation: Staff are now 25% more effective. 5 points.
- Soul management: Staff and weapon consumme 50% less charge.
-Remove Muffled enchant since this completely eleminates the need for points in Sneak - or lower its effectiveness, or simply replace with +20% sneak bonus.
-Addition: In addition to reduce damage enchants by ~30% I would also place a cap here at lets say max 50% more damage.
-Weapon enchants that make enemies not attack now only have 5 charges per Black/Grand Soul Gem down to 1 per Petty soul gem. Such as: Calm, Fear, and Paralyze.
Alchemy
-Disallow Skill(pickpocket, hide, smithing, enchanting etc) Potions
-IMO sell value is fine, Making gold off of searching every alchemist ingredient to make potions is a fair way to make gold.
-Include the Experimenter Perk into the first one (or remove it completely)
-At the spot of Experimenter Perk should be Green Thumb (with skill level 60 requirement)
-Snakeblood should make you 100% resist to poisons (hey, it requires skill level 80)
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The top Perk should be something else, no idea atm I think the top perk is pretty fitting. A secondary effect is probably in order here though.
Smithing
-Swap daedra and Dragon in skill requirements. Daedra should take 100, Dragon should take 90, imo. Add Dragon Weapons to be on par with Daedra, also require some rare reagent.
-Make smithing skill gains dependent on material usage. If you use 1 iron ingot + 1 leather strips, it should have 1/4th of the effect of making something for 4 iron ingots and 4 leather strips. Also of course more advanced materials would help the skill gain tremendously. Basically, make it a long,long grind to get to 100 smithing from making iron daggers and leather bracers.
-There is no Perk that lets you double the effect on Leather Armor (e.g. Thieves Guild) and Iron(?), the first Perk should do that - rename to "Basic Smithing"
-Cap Smithing improvements at Legendary (don't go further)
Lockpicking
-Treasure hunter should be 2 points, 50% and 100%.
Pickpocket
-Reduce chance to pickpocket gold exponentially by its value. Over 1k should never be pickpocketable. This would stop the exploit of pickpocketing trainers after skill 50, roughly. This seems like the simplest solution.
-Replace "Extra Pockets" with a short-duration(4/2 second) paralyze, or sleep. Ineffective against targets over level 30 without points in illusion.
Speech
-If possible, something to reduce the cd on shouts by 5/10 seconds.
Shouts
-Double all cooldowns
Powers
-Place a more reasonable cooldown on these.(I'm thinking 10-15 minutes)
Companions
-Give them a heal spell, some magicka, and remove their kneeling to full hp(if this will be possible - really not sure). They're practically immortal right now.
Enemies
-Increase Dragons Resistances, and Armor dependent on the level of dragon. Blood Dragons should receive health from hitting people.
-Beyond the first dragon - Increase dragons' breath damage so that without resistance they are deadly(thinking about ~30% here).
-Increase Dragons HP by 75%.
Please put any suggestions, changes, or arguments below! I'll update this post as the thread goes on!
