» Sun Jun 10, 2012 3:03 pm
Perks: Perks need more specialization. Remove magnitude perks like Armsman. Remove "ranked Perks". At character selection you will select Primary, Major, and Minor Skills. Depending on which you chose depends on the magnitude of all Perks and damage/effectiveness of Skills and abilities. With all of these free slots, introduce true Spells and Abilities added that modify playstyle to add specialization to the class you are building. Further, increase how Perks synergize with one another to promote and foster Hybrid and Custom builds.
*Unarmored tree added. More distinction is in place for the Armor classes and made more interesting.
*Hand to Hand tree added.
*Lockpicking and Pickpocketing is now "Security".
*General Perk tree added. Does not share Perk points with anything else. Stamina, Health, and Magicka each has a branch.
*Lycanthropy Perk tree added
*Vampire Perk tree added
Combat: Add in more Active Defense skills and Active Offensive skills/spells. Overhaul Magicka in terms of cost/regen and allow damage to scale for Destruction spells. Removal of "tier" system where spells become "obsolete". Overhaul Sneaking to drain Stamina while active.
Crafting: Crafting Perks no longer share Perk points with current Perks.
Overhauled Smithing tree. Light and Heavy trees now mirror one another. *Added new Tier to Light Armor branch in between Glass and Superior Armors. Glass Weapons & Daedric Weapons now have same Base values. Glass Armor effectiveness now matches Dragonscale. Dragon crafting now moved after Arcane Smithing and requires only 80 Smithing. Fletching added to Smithing table.
Overhauled Enchanting tree. Disenchanting items no longer destroys an item, instead it is Researched. You can now overwrite Enchantments. Fortify Skill has been REMOVED from the Enchantment table. Only Unique items will have Fortify Skill on them. Fortify Enchants have been replaced with more unique Enchantments.
Overhauled Alchemy. Poisons can now AUTOMATICALLY be reapplied to a weapon if the option "auto-consume" is selected. You will be notified when you no longer have a poison applied to your weapon.
Itemization: Items now scale instead of having fixed Base values only. This will allow itemization to always progress. Armor and Weapon dye added. Appearance slots added. Appearance only gear can now be found and crafted. Clothing can now be worn in conjunction with armor. Cloaks and tabards have been added. You can now make your own Emblem or display a current faction emblem.
Scaling: Enemies now always scale. Difficulty settings will determine how enemies scale in relation to player level. Scaling continues now post-50 for adventurers seeking a greater and continual challenge. All enemies now have tiers and deadly versions throughout the world that will appear. "Elite" versions may spawn akin to Bandit Chiefs periodically. This is an option under difficulty settings.
AI: AI greatly improved. Enemies will attempt to use a ranged weapon, spell, ability or in some cases teleport to you if they are unable to reach you due to pathing issues. Based on difficulty setting, enemies will also gain new tactics, spells an abilities. Added option under difficulty settings to increase possible encounter size. Companion AI improved greatly along with expanded dialog options for them. You may now turn Friendly Fire off.
Factions: Factions reinstated. You are able to climb ranks which unlock new features at your disposal. You can choose to wage war against other factions or remain neutral.
Housing: Many more options added including the ability to add ALL crafting tables to your house, FT to your house, and use your Housecarl to sell items for you or gather materials for you.
Horses: Horse speed increased significantly. Stamina bar added for your horse and Stamina pool increased greatly.
Conjuration: You may now control pets actions in some cases and give them basic commands. Conjured pets provide better synergy with the caster. Conjure options greatly expanded.
Off the top of my head...