(Posting this early because the webpage failed and I lost all my progress last time, even though the draft was saved, couldn't get it back.)
Handling the Skill Points
Since there would no longer be character levels, this means that there are 64 skill points up in the air. my suggestion would be to tie these skill points to character class skill line leveling
This is how it would work:
Every 5th level of a class skill line, the character gains 1 skill point. Every 10th they gain an additional skill point. Every 25th they gain 2 additional skill points. At 50 they gain an additional skill point
.
5:1
10:2
15:1
20:2
25:3
30:2
35:1
40:2
45:1
50:5
This means fully leveling a class skill line will give the player 20 total skill points. all three will yield 60 in total. The 4 remaining I think should be given to the player at the start.
(I would also suggest allowing a skill point accrual from getting non-class skills to levels 25 and 50. (only one point))
.
Handling the Attributes
Kinda drawing a blank here for now, so the basic suggestion is to let the player have at them from the start.
.
Handling Crafting
Since levels Will be removed, that means a lot of materials are going to be useless, and getting a crafting level to 50 is pointless (since that 10 points for writs is pointless if you can craft rubedite already). This will need to be addressed.
Here are my thoughts:
Armor and Weapons
With the materials not being tied to levels, the different materials will only be used to adjust the base look of armor, and would allow players to craft different colored weapons end-game.
Since there is no level based gear, this means that using more materials is pointless, but I don't think it should, as it constitutes a drain for player mined resources, so this is the idea:
The player can use more materials in order to improve the total durability of an item. the less they use the more quickly it breaks, and vice versa. The player must improve their (Metalworking, Tailoring, Woodworking) passive in order to craft more durable items.
Repair costs for Armor and Weapons is now slightly parabolic when you repair items at a trader depending on the total durability.
The player can now repair their own weapons/armor using spare materials at a crafting station, but the number of materials used is somewhat parabolic if the player's crafting passive is not as high as the one used to craft the item. It is linear if it is.
Enchanting
With the removal of character levels, this will leave several potency runes useless, and I don't think it should be so. So this is the thought:
There are 16 levels of potency runes, I recommend reducing that to 15 (so there is a mid-point)
.
1-10 : 0/14
5-15 : 1/14
10-20 : 2/14
15-25 : 3/14
20-30 : 4/14
25-35 : 5/14
30-40 : 6/14
35-45 : 7/14
40-50 : 8/14
CP10-CP30 : 9/14
CP30-CP50 : 10/14
CP50-CP70 : 11/14
CP70-CP90 : 12/14
CP100-CP140 : 13/14
CP150 : 14/14
CP160[s/]
Weapon Enchantment:
the Potency runes current "level" will be used to influence the damage of the enchantment, and the Internal Cooldown of the enchantment. based on the fraction above.
Current Enchantment Values are obtained when using the 7/14 Potency Rune
At 14/14 a Weapon Enchantment will have twice the power (any duration is the same), but have twice the cooldown
At 0/14 a Weapon Enchantment will have Half the power (any duration is the same), but have half the cooldown.
Short recharge enchantments would be useful for proc builds and status builds, while high damage enchantments will be better suited to burst damage, and the middle can be used to keep it the same.
At first the player will only be able to craft the short ICD low damage enchantments, but the higher Potency skill passive they have, the more they have control over the effects of the enchantment.
Armor Enchantments:
[y] is equal to the opposing or complementary effect ratio.
Armor enchantments:
- Are now able to add resource regen, this is obtained by using the (x>0)/14 potency runes. It has ((14-x)/14)*Max Resource and ((x<=14)/14))*[y] Resource Regen
- Ratio = (Max Regen Bonus of Jewelry Glyph)/(Max Resource Bonus of Armor Enchantment)
Jewelry Enchantments: (WIP)
[y] is equal to the opposing or complementary effect ratio
Resource Regen:
-Regen Essence Runes are now able to add Cost Reduction , this is obtained by using the (x>0)/14 potency runes. It has ((14-x)/14)*Resource Regen and up to ((x<=14)/14)*[y] Cost Reduction.
-Ratio: (Max Cost Reduction Bonus of Jewelry Enchantment)/(Max Regen Bonus of Jewelry Glyph)
Damage: Can now add Resistances
- Damage Essence Runes are now able to add Physical or Spell Resistance by using the (x>0)/14 potency runes. Has ((14-x)/14)*Damage and has up to ((x<=14)/14) Cost Reduction
-Ratio = (Max Resistance bonus of Jewelry Glyph)/(Max Damage Bonus of Jewelry Glyph)
(opposite holds true for Resistance Glyphs)
Resistances: Can now add Damage
- Resistance Essence Runes are now able to add Physical or Spell Resistance by using the (x>0)/14 potency runes. Has ((14-x)/14) Resistance (Physical/Spell) and up to ((x<=14)/14)*[y] Damage
- Ratio = (Max Damage Bonus of Jewelry Weapon Glyph)/(Max Physical Resistance bonus of Jewelry Armor Glyph)
Specific Resistances: Can now Add Broadened Resistance
-Fire/Frost/Disease/Poison/Shock/ Essence Essence runes can add Spell or Physical Resistance using a (x>0)/14 potency rune. It has ((14-x)/14)*Resistance (Fire/Frost/Disease/Poison/Shock) and up to ((x<=14)/14)*[y] Resistance (Spell/Physical).
-Ratio: (Max Resistance (Spell/Physical) Bonus of Jewelry Enchantment)/(Max Resistance (Fire/Frost/Disease/Poison/Shock) Bonus of Jewelry Enchantment)
You can see the pattern.
Shielding/Bashing
Potion Speed/Potion Boost
Foods
-add unique effects to foods to differentiate them, lower other stats on effected foods. (I.E. Fishy Stick Grants Increase Swim Speed)
.
Alchemy
-Solvents Have an innate effect added to them (these can easily be changed if they don't fit)
Potion Solvents:
Natural Water : No Bonus
Clear Water : Detection
Pristine Water : Restore Health
Clensed Water : Unstoppable
Filtered Water : Increase Physical Resistance
Purified Water : Increase Spell Resistance
Cloud Mist : Gradual Restore Health
Star Dew : Speed
Lorkhan's Tears : Vitality
Poison Solvents:
Grease : No Bonus
Ichor : Maim
Slime : Breach
Gall : Vulnerability
Terebinthine : Ravage Health
Pitch-Bile : Fracture
Tarblack : Hindrance
NIght-Oil : Invisibility
Alkahest : Gradual Ravage Health
.
Handling The Undaunted
-Minimum of 13 skill points required to start queueing
-Another Minimum total skill points needed to start doing vets
.
Handling Cyrodil Entry