Originally Posted by AngeliusMefyrx
Ok, about my opinion on the skills...

When you level up you get 1 points that you need to place in one of the following category:

--Weapons
Dual Wielding
Ranged
Single-Handed
Two-Handed

--Defence
Leadership
Perseverance
Retribution

--Skill
Aerotheurge
Geomancer
Huntsman
Hydrosophit
Necromancer
Polymorph
Pyrokinetic
Scoundrel
Summonning
Warfare

First of all, when we look at it, we can determine that if you choose one Skills, it allows active impact into your way of playing by learning new spells.
If you choose weapon/defense, then you get a passive impact on your game play.

We all agree to my knowledge that the way skills improve at this very moment is very weak. Most skill categories if not all of them, doesn't improve all of the spells available into said skill tree which is somewhat of a non-sens if you were to choose to sacrifice your only point to improve said skill tree.

So if we correct that and improve all spells into said skill tree, then it leads to influence user's to put more point into those. Argument #1

It is to my point of view that having all those great spells at your disposal within a skill tree for placing only 1 point into said skill tree is too strong. Therefor something should be done to diminish that awesome return. Argument #2

#1 and #2 can relate to each other. You know how? By changing how the spells behaves in a skill tree depending how much point you got in said skill tree. Projecting that a maximum 10 points can be placed inside a skill tree (read an opinion somewhere), how this could be address is either to determine that Lvl1 spell which are kind of the beginner's spell may improve up to 10, but may also stop after lvl6 for instance.

All spells as they are right now can easily be modified (or most of them) to be weaker than what they are at the moment and improving to a better spell as you increase your lvl within the proper skill tree.

An example of that is like I said earlier, for instance Backstab which is a very very good skill can at the beginning be weaker. Instead of having a range of somewhat 5 meters to teleport yourself to the target, maybe it should be 1 meter. When lvl2, 2 meters....etc lvl5 = 5 meters. Then at lvl6 it could add teleport through cloud which increase the strength of the skill.

Any damage spell can improve their damage.
Any healing spell can improve their healing.
Any counter spell can unlock more countering to their belt...

Now that would change the whole aspect how skill points act improving a skill tree and give this a purpose into specializing yourself fewer skill tree...

On the counterpart, improving the value of upgrading skill tree for valuable bonus, it diminishes the return of improving Weapons/Defence. Argument #3

What do you do with that, you separate the two from each other. Instead, when leveling up, and this is up for discussion, you may give 1 point for skill tree, and 0 to 1 point into weapons/defence in level alternance. Or you give 1 point to each and diminishes the bonus from it. Or you give 1 point into weapons/defence in alternance with 1 point into skill.

At this point it depends on the maximum lvl per skill tree. If its 10, then 30 lvl for 30 points meaning 3 specialization or maybe 6 spread around for good lvl1 spell but not the hight end spells.
Of course, if the maximum would be 5, then it change the aspect how you would be giving points....

I'd like to see maximum 10 points per skill tree, 1 skill point per lvl, 1 weapons/defense point each 2 lvl

The number of points process is up for diagnostic, but this is the concept i'm suggesting


The concept you're suggesting implies a MASSIVE balancing overhaul on top if it. If each point into a school is going to have an effect on each unique skill, affecting not just the damage but other things such as range, area of effect, etc., you now have a MASSIVE balancing problem (as if there weren't already enough things to worry about).

While we're at it, why don't we come up with even more way cool ideas? How about synergistic school effects?
Examples:
1) having at least 3 points in both Necromancer and Hydrosophist increases magic damage done to vitality by 15%
2) Having at least 3 points in both Warfare and Scoundrel adds knockdown effect to Blitz Attack and Vault.

Moral of the story: There are many cool, extra things that would be really neat and (maybe) will address the issues after a massive re-balancing. The complaints you are raising have simpler solutions than the ones you are suggesting. It is unlikely that Larian will implement your system. I suggest you develop your own game, and let us know when it's ready. I'm sure it'll be a lot of fun.