These were added to Oblivion and were sold as an encouragement to improve your Skills. I am interested to hear what you all think of these Perks.
Which do you want to see return and which should be removed?
Also do you have any ideas of new options for skill perks completely?
In case you do not remember the Perks Here they are from the Oblivion Wiki page
Blade and Blunt Perks
■Novice: Basic Power Attack with a damage bonus in all directions
■Apprentice: Gain damage bonuses with a Mastery Standing Power Attack
■Journeyman: Gain Mastery Left and Right Power Attacks, which have a chance to disarm
■Expert: Gain Mastery Backwards Power Attack, which has a chance of knockdown
■Master: Gain Mastery Forward Power Attack, with a chance to paralyze
Hand To Hand Perks
■Novice: Basic power attack with a damage bonus in all directions.
■Apprentice: Damage bonus with mastery standing power attack.
■Journeyman: Mastery left and right power attack, has a chance to disarm. Your attacks can now also damage ghosts and similar creatures.
■Expert: Mastery backwards power attack, chance of knockdown and, when blocking, has a chance of knockback.
■Master: Mastery forward power attack, chance to paralyze and, when blocking, has a chance of disarm on knockback.
Armorer Perks
■Novice: Cannot repair magic items
■Apprentice: Repair hammers last twice as long
■Journeyman: Can now repair magic items
■Expert: Can repair items beyond their highest condition (up to 125%). These weapons and armor do extra damage or give extra defense
■Master: Repair hammers never break; one hammer lasts a lifetime
Block Perks
■Novice (0-24): No skill perks, but a successful block drains fatigue and hand to hand blocking does nothing against weapons
■Apprentice (25-49): No fatigue loss upon blocking an attack
■Journeyman (50-74): Shield or weapon is no longer damaged when used to block; opponents may recoil if the player is using hand to hand
■Expert (75-99): Blocking with shield grants a chance to do a knock-back counterattack
■Master (100): Blocking with shield gives a chance of disarming the enemy with a successful knock-back counterattack
Heavy Armor Perks
■Novice: Heavy Armor degrades at 150% rate.
■Apprentice: Heavy Armor degrades at 100% (normal rate).
■Journeyman: Heavy Armor degrades at 50% rate.
■Expert: Encumbrance (movement speed) penalty of Heavy Armor is reduced by 50% while worn.
■Master: Encumbrance (movement speed) penalty of Heavy Armor is removed while worn.
Athletics Perks
■Novice: Slowly regenerates Fatigue while running.
■Apprentice: Regenerates Fatigue 25% faster than novice while running.
■Journeyman: Regenerates Fatigue 50% faster than novice while running.
■Expert: Regenerates Fatigue 75% faster than novice while running.
■Master: Running doesn't reduce Fatigue regeneration.
Magic Arts
As one becomes more experienced in Alteration, Conjuration, Destruction, Illusion, Mysticism, or Restoration, you do not receive bonuses per se, but rather your skill level determines the strength of spells you can cast. The more experienced the character is, the more powerful spells that he or she can use.
Intelligence
Alchemy Perks
■Novice: Recognizes the first potential alchemical property of a substance.
■Apprentice: Recognizes the first two potential alchemical properties of a substance.
■Journeyman: Recognizes the first three potential alchemical properties of a substance.
■Expert: Recognizes all four potential alchemical properties of a substance.
■Master: Can make potions from a single ingredient.
■Only the first alchemical property is used for a single ingredient potion.
Security Perks
■Novice: Four tumblers may fall when pick is broken.
■Apprentice: Three tumblers may fall when pick is broken.
■Journeyman: Two tumblers may fall when pick is broken.
■Expert: One tumbler may fall when pick is broken.
■Master: No tumblers fall when pick is broken.
Sneak Perks
■Novice: Attacks while undetected gain 4x bonus for one-handed weapons/hand to hand or 2x bonus for marksman.
■Apprentice: Attacks while undetected gain 6x bonus for one-handed weapons/hand to hand or 3x bonus for marksman.
■Journeyman: The weight of your boots no longer affect your sneaking ability.
■Expert: No detection penalty for moving while sneaking.
■Master: Attacks while undetected ignore the target's armor rating.
Marksman Perks
■Novice: Loses Fatigue while holding the bow drawn back.
■Apprentice: No Fatigue cost while holding the bow drawn back.
■Journeyman: May zoom while holding the bow drawn back by pressing and holding block.
■Expert: Bow attacks have a chance of knocking the target down.
■Master: Bow attacks have a chance of paralyzing the target.
Acrobatics Perks
■Novice: Unable to attack while jumping or falling.
■Apprentice: Can make normal attacks while jumping or falling.
■Journeyman: Gains the Dodge ability.
■Expert: 50% less Fatigue loss while jumping.
■Master: Gains the ability to jump on the surface of water.
Light Armor Perks
■Novice: Light Armor degrades at 150% rate.
■Apprentice: Light Armor degrades at 100% (normal rate).
■Journeyman: Light Armor degrades at 50% rate.
■Expert: Light Armor does not encumber the user.
■Master: If only Light Armor is worn, there is an automatic +50% armor rating to the armor.
Mercantile Perks
■Novice: Value of items is reduced by condition of the item.
■Apprentice: Item condition no longer affects value.
■Journeyman: Can buy/sell any item to a vendor, regardless of the vendor's specialization.
■Expert: Can invest in a shop, increasing the shops gold permanently by 500 .
■Master: All shops automatically have 500 more available.
Speechcraft Perks
■Novice: Can offer bribes to increase disposition.
■Apprentice: Gains a free rotation of wedge in the Persuasion minigame.
■Journeyman: The falling disposition in the Persuasion minigame falls 50% slower.
■Expert: Disposition loss from "Hate it" results in the Persuasion minigame are only -100% (down from -150%)
■Master: Bribes cost half as much.
Personally I didn't like the Power attacks coming so slowly and would have liked to see them all given by Journeyman Level and have other skills like the ability to hold a 2 handed weapon in one hand (if skeletons could in Oblivion why not me) for a Expert Perk and one hit kills or having guards to afraid to attack you as a Master Perk
What are your thoughts