SajuukKhar said:
There are no caps, if you have one, it was added via a mod, and not an official update.
After a quick Google search there is a cap at around 39-45% by default, which can be worked around by maxing your restoration tree, getting the perk that increases your magic's effectiveness against undead, becoming a vampire to take advantage of this perk, then doing a loop involving boosting restoration, enchanting and alchemy. A simple enchanting/alchemy exploit does have a cap, however with high restoration, or using the console, you can break through.
Getting bow perks means nothing if your now is crap, using the first bow in the game, even with all the perks, isn't going to get you far.
Powershot, quickshot and bullseye are advantageous no matter what bow your using.
And even excluding that, the DPS difference between a long bow and a Daedric bow is about 3.5 DPS in favour of the Daedric from a quick online search.
Base damage also isn't that vastly different - 6 damage vs 19. Its 3 times the damage, sure, but when your unable to be detected thanks to highly leveled sneaking, an extra 2/3 as many shots isn't going to matter.
You have a weird idea of mods, mods should built upon a game and make it more complex, not tear down the games mechanics into monotony.
Mods should edit the game to suit the players want. Nothing more, nothing less.
A game should come with some degree of complexity to its difficulty levels. If the only difference is how many attacks it takes to kill the enemy, the game has done it wrong. If a player wants long, drawn out battles its their choice to use what exists in the game to do so, and it is perfectly possible for them to do so too. If a player wants added complexity or depth, they have to resort to mods. For this reason, complexity and depth should be included in the base game as they are something that is not achievable vanilla unless in the game's release, whilst tedium is easily introduced through other methods, with mods as an improvement on how its introduced.
As for console player, I am sorry, but Elder Scrolls is a game meant for the PC, if you choose to buy the game on an inferior system, expect an inferior product. If Microsoft would allow it, there would be mods on the consoles, but their greed prevent it.
Tell that to Bethesda. TES these days is a game for the Xbox. It doesn't work well on the PS, its interface and optimisation, especially on release, is terrible on the PC, and the only redeeming feature it has on the PC is the ability to mod. Mods are available to turn a console game into a PC game when talking about TES, with other mods there to add in extra features.
I'd also be surprised at mods on consoles. How would console players go about installing them? Downloading them? Creating them?
At best modding on a console would be similar to Halo's Forge - a half assed effort really. Any more and console hard drive size, processor speed, lack of RAM, lack of KB+M, lack of features in the file management system, reliance on disks and more would limit modding greatly.
There is a limit to the amount of dumb you can impose on your character before the system breaks, you cant go only alchemy, or only heavy armor and still win.
Also, a "build" consists of more then one skill, usually 4-6 skills, picked by the player because of synergy or useful effect combinations, a destruction ONLY mage isn't a build, and thus doesn't apply to the "every build works" comment.
Well, I've never played Skyrim with a build then. My playthroughs have been:
-Duel Wielding one handed weapons and Heavy armour
-Two Handed weapons and Heavy armour
-One Handed Weapons, Block and Heavy armour
-Sneak, Light Armour and Archery
And even with just that I became OP as all hell. Why should Destruction magic + Light Armour be any less so?