It's a suggestion to introduce reduced energy cost if the skill's attribute is below a certain level.
There are a number of skills, a whole lot, that do very little at low attribute levels. They are not worth bringing at all unless you pump points into the line. Where does it get decided that a skill should do 1 point of damage at attribute lvl 1 and scale to 100 at lvl 16? What was the gameplan for introducing that damage range? Some skills are even detrimental to use at lower attribute levels. Was this intended to make skills unusable before a certain breakpoint is reached? Was it believed that anyone would abuse that skill at such a low level?
I see a potential design flaw and apart from revamping every skill or attribute line that suffers from this I'm suggesting a new functionality to scale energy costs of very specific skills to still make them somewhat usable.
Functionality Suggestion
This would be an additional functionality added to certain skills to reflect the reduced energy cost. That way only specific skills could be given the reduced cost at lower attribute levels.
A skill description would have a line at the end saying.
This skill's energy cost is reduced by x points.
X would scale downwards as you put more points into that attribute, so that on a skill that uses 15 energy, but is using a lower attribute it would read....
This skill's energy cost is reduced by 10 points.
That way only very specific skills could be tweaked that way.
I hope I explained it right.
