I mentioned this as a reply to another suggestion but thought it was worth a nudge as it's own topic.
I'm suggesting that all combat skills that determine damage output (weapons, mounted & magery skills etc.) should still be viable by all players who don't have those skills maxed by changing their respective damage thresholds per skill point to be a range of "potential" damage instead of a static lower & upper amount. This also partially solves mounted viability for a larger group of players without diminishing the builds of those wanting to main mounted.
Take for example weapon skills, right now by levelling up swords it simply increases the lower & upper limits of damage you can do at all times however, these damage profiles start significantly low in comparison to when they're maxed, meaning it's not viable to only have some points in these skills. E.g. if you have 10 skill in swords you're limited to always dealing let's say 5-10% of the total damage you might do at 100.
And so there's an easy solution to all of these skills that determine damage output (or proficiency in a weapon/skill class) including mounted skills. Allow players to pick up any weapon, ride a horse and shoot arrows, swing or cast whatever and instead of capping the damage they can deal with these modes of combat at all times based on their skill, make it a spectrum or range of possible damage dealt per hit out of 100% - by raising the minimum % amount per skill point invested.
Here's a diagram of what I mean (blue being roughly what current damage profiles are like, red being what I'm suggesting)
For example with this idea, at 0 Swords I could do anywhere from let's say 10% to 100% of total possible damage of that weapon but by levelling it up to 100, I can tighten this to 90%-100% of possible damage at all times. This maintains the incentive to level up a skill but doesn't lock you out of one entirely had you not. It also simulates the idea of anyone can pick up and swing a sword but they'll be wildly inconsistent and inefficient with it.
This could open up the doors to some interesting new build options for those happy to add a bit of RNG to their damage profile. It also doesn't all of a sudden make mages OP at melee as strength is still a limiting factor. Same goes for fighters without intellect.
Damage skills affected:
I'm suggesting that all combat skills that determine damage output (weapons, mounted & magery skills etc.) should still be viable by all players who don't have those skills maxed by changing their respective damage thresholds per skill point to be a range of "potential" damage instead of a static lower & upper amount. This also partially solves mounted viability for a larger group of players without diminishing the builds of those wanting to main mounted.
Take for example weapon skills, right now by levelling up swords it simply increases the lower & upper limits of damage you can do at all times however, these damage profiles start significantly low in comparison to when they're maxed, meaning it's not viable to only have some points in these skills. E.g. if you have 10 skill in swords you're limited to always dealing let's say 5-10% of the total damage you might do at 100.
And so there's an easy solution to all of these skills that determine damage output (or proficiency in a weapon/skill class) including mounted skills. Allow players to pick up any weapon, ride a horse and shoot arrows, swing or cast whatever and instead of capping the damage they can deal with these modes of combat at all times based on their skill, make it a spectrum or range of possible damage dealt per hit out of 100% - by raising the minimum % amount per skill point invested.
Here's a diagram of what I mean (blue being roughly what current damage profiles are like, red being what I'm suggesting)
For example with this idea, at 0 Swords I could do anywhere from let's say 10% to 100% of total possible damage of that weapon but by levelling it up to 100, I can tighten this to 90%-100% of possible damage at all times. This maintains the incentive to level up a skill but doesn't lock you out of one entirely had you not. It also simulates the idea of anyone can pick up and swing a sword but they'll be wildly inconsistent and inefficient with it.
This could open up the doors to some interesting new build options for those happy to add a bit of RNG to their damage profile. It also doesn't all of a sudden make mages OP at melee as strength is still a limiting factor. Same goes for fighters without intellect.
Damage skills affected:
- All melee weapon combat skills
- Archery
- Mounted combat, archery, magery
- Mental Offense
- Beast Mastery (pet damage scale)