Joccaren said:
Eh, I'm going to disagree with you here.
It makes characters more homogenous because you are taking a special effect that only Warrior has, and giving it to Thieves and Mages. It's like if Mages had a perk that give fireballs a AOE effect, and instead of making it a perk, you just gave all fireballs the aoe effect by nature. You are taking away an effect that only one class has, which gives them a difference from the other classes, and giving to everyone, meaning everyone has the same effect, and making everyone more homogeneous.
The way it is now, the game has weapon diversity, by letting people pick the special effect they like most, making their preferred weapon type better then the ones, and it allows character diversity by giving that character effects other characters dont have, and if they do add more perks to replace those perks, people will just sit there and say "waa we want THOSE effects to be in weapons at the start also". It's an endless cycle.
Joccaren said:
The way magic works in Skyrim is equivalent to paint on a car. Doesn't mean it has to be.
Weapons like Dawnbreaker get their power from the Daedric lords who created them, it still doesn't make a lick of sense for your magic skills to influence the power of an artifact made by a god. That system just doesn't make sense with how magic works in the Elder Scrolls universe, and doing a retcon of that magnitude would piss off so many people.
Joccaren said:
The Not really. I can manage most fights in vanilla Skyrim without being hit,
Well first off, even with 100 smithing, and the dragon smithing perk, the highest you can smith a Dragonbone sword, the strongest sword in the game, up to is 75 damage, and that's with 100 one-handed skill, and all +damage perks applied. Without those perks, its more like 35. Mid-level bandits have 300+ HP, and mid-level versions of everything else, such as Falmer, and Draugr, have even more HP. The only way the game can turn into a one hit kill fest is if you alchemy exploit your smithing skill to some ungodly level.
Also, even with 400hp, 80% damage resistance, and 45% magicka resistance, most high level enemies such as Draugr Death-Overlords, Falmer Warmongers, and Ancient-Legendary dragons, still take large chunks of HP out with only a hit or two. Unless you do some major potion spam, which is in itself an exploit, they will kill you long before you can kill them, if you are using a one-handed weapon without perks.
Joccaren said:
Not really.
Armour caps out at around 80% damage reduction. It is possible to get this just from armour alone. You don't need skill in heavy/light armour, you just need to have money to buy the gear - and money is everywhere.
100% wrong. With 100 heavy armor skill, and no perks, a full suit of Daedric armor + shield, the best armor in the game, only reaches 205 armor rating. The cap of 80% damage resistance is only achieved at 567 armor rating. It is 100% impossible to reach the armor cap without perks, and/or major smithing, and even with every single heavy armor perk, Deadric armor only gets up to 530, meaning you HAVE to use smithing, even with all heavy armor perks, to reach the cap.
Joccaren said:
They're based on perks that are unlocked by doing something over and over. The stats do little to nothing [Smithing I'll give allows you to upgrade weapons more], and the perks are what do pretty much everything for those skills.
and perks are part of the skill itself.
Joccaren said:
Not really. No matter the magic or skills you just need patience for it to be viable late game, and you can get some pretty mean loot drops that do away with any need for levelling those skills too.
Nope, magic at higher level is worthless without perks, unless you exploit enchanting to get 100% cost reduction, but that is an exploit.
Trying to kill a Dragur Death overlord, with ebony weapons, while your just shooting your 8 damage magic stream, and it has over 1,000 hp, will get you killed longer before you can kill it, Unless you potion spam.
Joccaren said:
Might I also point out that you've actually accurately labelled these things as what they are - SKILLS. In an RPG context, these are seperate from STATS. The three STATS that exist in Skyrim are Health, Magicka and Stamina, and all they do is directly influence their namesake by 10 each level for one of them [With stamina also increasing carry weight].
Well first off, raising your health/magicka also increases your health/magicka regen rates. Health and Magicka do more then just raise your total pool.
Secondly, attribute systems in Elder Scrolls, and indeed in other games like Fallout, are flawed. Raising your special skills in Fallout by 1 or 2 points via implants, and the intense training perk, has very little, if any, noticeable to your character. It's only through extreme attribute gouging, like lowering a special to one, or raising it by 4 points, that any real noticeable changes take place.
The same is true in past Elder Scrolls games. As you leveled up, you got bonuses to your attributes, based on how many skills points from skills in that attribute you raised. Due to all of a classes skills only taking up 3 of the 8 attributes, one would eventually get to a point were all of their main attributes were maxed, and so they had to raise their minor attributes to continue leveling. This resulted in all characters having several maxed attributes, and many others in the 70s, and while a difference of 30 points may seem like a lot the way stats were calculated mad it not really that big of a deal. The difference between the magicka given at 100 INT, and 70 INT, was 60, and that was the cost of maybe two mid-high level spells. The difference between a mage who had mastered INT and Magicka, and a warrior with a INT of 70, was TWO SPELLS.
My Oblivion Warrior and Mage characters with 10 in all skills, and 70-100 in all attributes, played exactly the same, had practically the same damage, practically the same magicka, and the basically the same armor protection.
My Skyrim characters on the other hand
-Warrior, has access to three special power attacks, does twice the damage, has several special weapon bonus, has twice as much armor protection, and isn't slowed down by wearing armor.
-Mage, can fire nearly 10X as many spells as my warrior, can heal many times as much, cna use illusion spells on monsters my warrior could never dream of
The simple fact of the matter is attribute systems only impose conformity amongst different characters, and the "diversity" supposedly brought by them exists only the displayed number, and not in the real mechanics behind the game. This is true of past Elder Scrolls games, it's true of Fallout, is it true of ALL games with attribute systems. It is best to just strip it out, merge the effects attributes governed with those skills, and allow for true character customization.
The removal of attributes only increased the real diversity of characters in Skyrim by 10-fold, and bringing back attributes would be a significant step backwards.
Joccaren said:
Besides the point that vanilla in moddable games generally means "Without mods" rather than "Without using what is in the game to make something" [I.E: The potions you can craft in Skyrim aren't vanilla], In the context of this argument,
Vanilla spells are spells that exist in the game at rlease.
The things listed are not spells but spell effects, I will admit Oblivion has more vanilla spell effects then Skyrim, but in terms of vanilla spells, it does not.