there is alot of fine tuning needed for the level system and somehow I can't understand how the actual system should allow more freedom than before....oblivion:
We leveled Character stats every level, those increased certain abilities like stamina and magicka regeneration and so on. This is now replaced with perks and the main attributes: magicka, stamina and health
The new system is a combination of the old one, only with the difference that we have less possibilities now, because instead of making it "only" skill relevant how fast you can go in a tree (also with adding new points), we have this ONE point per lvl up....
before you were able to choose where to go...if you wanted to do jack-all-trades character, you spend your time with leveling a bit of this and that skill and than had to THREE attributes to raise. Depending on your training you had different amount of points...NOW you get only this ONE point, doesn't matter what you train and sure...you can spend it everywhere, but only if you met the requirements O.o? ok....just to be clear: if you are already restricted to only 1 point per lvl, why are the requirements so high ? or why don't you get extra points only to spend on maybe "magic" perk "trees" when investing more time into that?
before you got those "talents" for every skill only with using the skill, it was a passive ability that automatically added when reaching a certain point. Why do I have to spend those precious/rare Perk points I get per lvl now?
so....I don't think that the overall system is wrong...or the idea is worse than anything else...it has alot of potential, because it reduced the abilities in a good way....uhm you could say, it's not streamlined, but less confusing nontheless. You can still work into it deeper if you want, but it allows you to still have the overview over what you want and already have.
Anyway.....in my opinion, there are too less spells/skills to compensate for the loss of attributes and the forced leveling system. Let "supportive skills" automatically gain their positive effects with leveling them, without adding points to them, maybe make some effects be possible to gain through quests(I just got a nice permanent effect from one quest already
)make it worth to explore skill trees actually and make it worth it to spend time ingame for leveling blacksmithing O.o
and btw. I thought Bethesda said in an interview that it's intended to have different strength enemies....yes, they are leveling with you, but depending on how "difficult" they wanted an encounter to be, they added something like a modifier to the enemy levels like "character level +3"
I would like to see some "not already visited fixed enemy levels" only on some levels, where you wouldn't expect the enemies to prepare for a war lolz or somethign like that. Why should bears be as strong as youself in elven armor and an elven sword?LOL
I think I love everyone in this thread, but I especially think it would be cool to gain perks (Whether the same ones as they are in game or retooled ones with mods) through questing. Have some of the master trainers in the game, send us on quests so that we may hone our skills and when we complete it we are given the perk. Easier Perks = Easier Quests. It still would be nice to earn perks on level ups, but maybe every other level or every five levels. Obvious this has some balancing issues, but I'm far too tired and ignorant of such things to even fathom how it could be balanced. Still, I cannot wait to see what project(s) come from this thread. Some great ideas are brewing!

