- Cap [fortify magic school] at 50%, excluding the perk. So you can have 75% reduction in total with the perk. You shouldn't be able to have free spells, this would make the reduction perks always useful.
- As of now, enemies as they scale get bonuses to their health, rather than armor rating, this can be a problem for destruction. It would be better if they gave enemies better armor (possibly with smithing bonuses, so it could be at fine/superior level etc) as you level up, and give them magic resist. Also give dragons armor rating, as of now they have none, instead have huge health. Give them less health and more damage/magic resist.
- Introduce the cripple effect from fallout, with consequences from being crippled in a certain area.
- More diseases possible, introduce ones that damage the use of magic.
- Enemies and you should take localised damage, if you hit them in the head it should do more damage etc. Legs and arms should take less damage.
- Enemies and you have a bigger reaction to where they are hit, if you hit them in the arm, the combat effectiveness of that arm is reduced momentarily. If your hit in the face then you should stagger etc.
- Remove the ability to heavily exploit crafting creating godly weapons, also remove the restoration glitch.
- A bonus to wearing robes instead of armor for magic users, possibly a -magic regen rate when wearing armor or a +magic consumption cost.
- You should never be able to move as fast with light/heavy armor, than clothing. The perk that removes the movement penalty should be reduced to -50% movement penalty.
- Reduce magicka costs for the spells, it's fine at novice and apprentice level, but once you get to adept, expert and master they start costing huge amounts even with the perk. At the moment the expert destruction spells cost more than the expert conjuration spells, which is ridiculous IMO. The destruction adept/expert/master spells should cost 1/2, possibly 1/4 of the other magic schools. This is because you have to keep casting destruction spells to cause harm, all you need to do in conjuration is cast once. This combined with point 1 of general, will make destruction more balanced.
- Give the stagger dual cast effect a % change to work, rather than every time. I think 50% would be okay, you can't then endlessly stagger the enemy.
- Increase the effectiveness of the +damage perks, have the same system as all other combat skills. Remove the 6 perks they have already, replace that with 5 perks that increase damage to 20/40/60/80/100% depending on the perk, that perk will effect all destruction spells. Then the 3 element related perks would come of that tree (frost paralyse, fire fear etc)
- Give enemies more weaknesses to elements, allowing you to have to choose wisely to do more damage.
- Point 2 of general, this will allow destruction to do more damage at high levels.
- Remove the fear link of fire spells (even without the perk), when combined with the illusion +fear perk it adds 10 damage to all fire spells. Removing this would balance the elements.
- Allow the dead thrall and expert level zombie spell to work at higher levels. The cap for dead thrall is level 40, you should this spell on all human enemies you kill. The expert level zombie spell should be able to work on everything that can be risen (dragons are immune).
- Increase the effectiveness of the [repel undead] spells, you should be able to affect every undead you come across with the master spells when you have the perk. IIRC the perk increases effectiveness by 25%, increasing this to 50% would make it more viable at high levels.
- Allow the master spells to be dual cast like the alteration master spell dragonhide. So you can use it on everything that isn't immune (dragons). As of now, at high levels, the master spells even with the perks and being a vampire don't work at high levels. This won't be overpowered as they it costs a lot to dual cast master spells.
- Increase the effectiveness of the mage armor perk, change it to x2/3/4 with the perks. Making it more viable instead of armor.
- Increase the duration of the spells, as of now you can dual cast ebony flesh for ~200 seconds with the duration perk and dragonhide dual cast is 99 seconds. This should be increased to 400-500 seconds with ebonyflesh and 200-250 seconds of dragonhide, with the perk when dual cast.
- Have a stamina cost for everything, swinging your weapon normally and pulling the string back on your bow. Not just power attacks and zooming in. Then change the enchantment [fortify 1h, 2h or bow damage] to [stamina reduction], point 1 of general would apply here. They did this with blocking, you need stamina to block, but they didn't do it with melee. This will mean more tactics involved than just hack and slash, for you and the enemy.
- Introduce a perk, 80 skill requirement, for 1h 2h and archery that reduces stamina cost by 50% for all weapons of that category. This would only apply for normal attacks, power attacks still cost the same.
- You should have to have the right amount of stamina to do a power attack, at the moment you can a huge power swing with 1 stamina, you can't do this with magic so you shouldn't be able to do it here.
- Fix the useless perks for swords, 1h and 2h. The critical damage at the moment is half the base damage, for a daedric sword ~8, this is nothing. It should be changed to a third of the damage of the weapon.
- Change the bleeding effect of axes to a % of the enemy health over time, then it is effective at high levels.
- Point 2 of general will fix the uselessness of the mace ignore armor perk.
- The last block perk is very overpowered, maybe change the effect to prolong stagger effect whilst running with the shield. At the moment, it knocks all enemies up into the air, leaving them helpless.
- Reduce the stamina cost of blocking, have a stronger link to the amount of damage you are blocking and stamina cost.
Just some ideas, your thoughts? The title should be 'improving the combat skills in skyrim'.

