Tougher Dragons - Dragons are too easy. Iron/Steel weapons should be useless against dragon skin. Except for Magically enhanced weapons or Skyforged steel items, higher tier items like dwarven/elven etc are fine. I feel the damage dragons do and the Hp they have are fine (more or less). they just need some immunities/bonuses. with this in place spawn rates would surely be decreased, especially at lower levels.
Real Combat - Why is the player character the only one with a racial ability. Why cant the Nord bandits do a war cry on me?... I am not suggesting all npc's/beasts should have an innate ability. But they do need some kind of perk or benefit. Combat needs an overhaul is what im saying... (Things like Swords/Axes more effective against Leather than Steel Plate, Maces/warhammers more effective against Steel plate than Leather etc).
Perk Overhaul - Including balancing and the creation of new perks. I have seen some great ideas already proposed in this forum regarding perks. This includes things like smithing overhaul and possibly include other mods tied directly to skills, such as Hunting > Smithing, Flora > alchemy etc
Skill Re-balance - Set up a system that determines Primary and Secondary Skills. Certain skills should not affect your player level as much as others. I am thinking this could be worked out based on whether you increase magicka, health or stamina on level-up. Based on that you could use a percentage allowing certain skills tied to those 3 to then affect player level accordingly... If you don't use magic then pretty much all magick based skills will not affect your level as much as if you had increased stamina and how smithing might then affect your level... I am not suggesting skills should level up slower, just that when they do level up the percentage it will then affect your overall player level.
Loot Scaling - I find monster scaling to be fine. (other than the needed combat overhaul). I think the issue with the scaling system is the loot. It is too easy to equip your character with the best stuff. there is far to much gold in game. This loot scaling needs to affect merchant wares aswell. I am in agreeance with the proposed Static placement of some mobs/items. But i am also in agreance that the current scaling system used in skyrim really just needs an improvement. I would like this to work with the radiant quest system already in place. I feel that too many static placed mobs/loot could disrupt the questing system already in place.
Additional comments:
I am not opposed to bosses wearing/wiedling items far above the players level. Like a lvl 10 boss wearing Glass armor. I think that is fine. I do however feel that before the player can wear such an item he needs proper training in it (associated perk) - mobs would also come under the same guideline, meaning a lvl 10 bandit chief likely would not be wearing glass... If you have ever in real life worn a leather jacket and then tried wearing and comparing it to say a suit of chain mail (im sure some of you have) then you know the difference in weight/movement. It takes time to adjust to such differences. Wearing a set of Plate armor requires different techniques than wearing Leather (Especially if you are to be wielding a weapon with any degree of skill!). The use of a sword requires different training to that of a warhammer.
You are what you play! But without proper training you will never become a Master, you wont likely proceed past an apprentice level without proper instruction. Perks can simulate this. and some Perks should only be available after a quest has been accomplished (recieve training from NPC XXXX and then Perk YYYY becomes available provided you have sufficient skill)...
I have other ideas but thought i would throw these out their first as i feel they are of more interest to me. Suggestions? Ideas?
Would anyone be interested in such improvements/enhancements tot he game?
