Some perks seem quite redundant to me; Some of the destruction perks,
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyse targets if health low
Fire damage chance to make low health enemies flee
If the enemy's health is already low, why would there be a need to paralyse it , make it flee, or disintegrate it? I mean, its dying already, a few more hits and the monster would be dead (mostly)
As compared to a restoration perk: *Magicka regenerates 25% faster* which seems much more useful yea?
Because there are quite a few perks which are fixed in number, such as "Reanimate undead with 100 more health" as compared to "Absorb 30% magicka that hits you"; would percentage based perks be much better?
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyse targets if health low
Fire damage chance to make low health enemies flee
If the enemy's health is already low, why would there be a need to paralyse it , make it flee, or disintegrate it? I mean, its dying already, a few more hits and the monster would be dead (mostly)
As compared to a restoration perk: *Magicka regenerates 25% faster* which seems much more useful yea?

Because there are quite a few perks which are fixed in number, such as "Reanimate undead with 100 more health" as compared to "Absorb 30% magicka that hits you"; would percentage based perks be much better?
The reason is that some enemies have a lot of health and many of them can heal. If you disintegrate a target it also can't be raised as a zombie.
If you don't like it (and I'll admit, some of them are a bit underwhelming) mod it later. Unless you're a console peasant, that is


