This topic seems to have gotten pretty big since yesterday morning, so I'm posting this before reading the whole topic (for some reason, I can't concentrate on anything right now).
As Berserk is a game of tactical bloodshed, what it needs is to have more tactical options. I have some suggestions for that.
The new skill system is nice, and I have a suggestion on how to improve it.
Instead of having multiple levels in skills, you could have a base level for a skill, and then the player could improve a part of his choice of that skill. For example. After the initial level of sweep the player would have a choice to either improve its damage or decrease energy/time. With Impale the player could increase max range, damage or decrease energy/time cost. Of course Running or Ironman couldn't be changed.
A skill could also have some one time bonuses to buy, or that they would automatically get when you have some other skills, so you could buy Jump before Impale, but it would get the attack part only after you have Impale (maximum jump distance could also be affected by END and/or DEX).
This could work better if the skills had a point cost and you would get for example 2 points after each level. A new skill would cost 2 points and skill improvements would cost 1 point, so that taking sweep and 2 levels of damage and 2 levels of energy decrease would result in a sweep with dmg of a normal attack and energy cost of level 3 sweep (this is because I think that sweep should do normal dmg on lvl3 if it doesn't already).
Well, maybe not exactly like that because everyone would just take lvl 2 energy decrease first, but you get the idea, the player would have a choice to increase a part of the skill fast or advance all parts at the same speed.
Another suggestion is to have monsters that have unique moving patterns and behaviour so that a skilled player can handle a single monster without taking any damage, but when there are more than one, or some other monsters, the player cannot avoid taking damage anymore. This is basically how the Mandagores work now. When there is only a single one I can take it on easily, but when there's a horde of beasts, the last thing I want there is a Mandagore or two. It adds pressure and makes the player want to panic.
And another thing, which possibly should go to RC3 topic. Cannon needs to be powered up (though it might just be only me). I want to have a real weapon of mass destruction, so that it will really kill anything on its path. I can handle a decreased number of cannon balls if they really shred everything apart.
I will cut down the cost of Strength/Dexterity/Endurance by half in the next version. I hope that it will not render Willpower useless tough :/.
I don't know if anyone else has told you this yet, but DON'T DO IT! It will make the game easier and prolong playtime, making the game more boring. A MUCH better solution would be to just give the player 2 points after each night.