Montezuma said:
In my discussion with friends and fellow players, I have discovered a disturbing trend.
Nobody is training Block.
Now, I can understand the appeal of dual wielding, or the fearsome power of a two handed weapon. But Blocking (to me) is without a doubt, the most useful combat skill for a warrior type character.
TLDR Version; Block = Awesomesauce
Training Block provides the following amazing benefits:
Quick Reflexes: Slows time when enemies attempt power attacks; this allows you to either interrupt them, attack before they land the hit, or move out of the way quickly, combined with increased movement speed from higher level skills in blocking, this becomes a way to easily overtake nearly ANY melee combat target, and even helps you avoid those nasty dragon bites.
It also allows you to interrupt those NASTY Giants when they attempt to send you to Cyrodil.
Elemental Protection: Notice how Quick Reflexes pretty much nullifies any melee enemy? Well this is for EVERYONE ELSE. Mages will have nothing to throw at you with this skill, even those previously disastrous fireballs and chain lightnings will wither on your shield. Having Trouble with Liches? Not anymore...
Elemental Protection also provides AMAZING protection from Dragon breath attacks, making you look like a total boss, taking a breath attack directly. (WARNING: Only the AWESOME should attempt this.)
Combine this talent with Shield of Ysgrammor, and you are nearly invulnerable to magic.
Shield Charge: Knocks fuckers down with easy, nuff said.
Please dont be a fool and ignore block, it will save your ass many times over.
Block is a fine skill, and your comments would make sense if there were not plenty of reasonable character builds/concepts that by definition would not be using this skill. This includes dedicated mages (who typically dual cast), or battle mages who for whatever reason can't block with the one handed weapon they are equipped with while casting with the other hand. Two Handed weapon users are capable of blocking to some extent with their melee
weapon.
One of my concerns about the game is specifically that it's too warrior-centric which has been a problem with other Elder-scrolls games in the past, with it being very hard to get by without resorting to melee with some frequency.
While it's still doable, you do reach a point where everything is so loaded with hit points and does so much damage that it's very difficult to take down enemies using nothing but magic, so if you say leveled up into your 20s using nothing but magic, you wind up having some problems, especially if you've been sinking your points largely into mana and have been using robes and hoods for the mana regen. Even with the 25 and 50% damage boosts to spells your still not getting the kind of damage a melee character does with a good enchanted weapon, and on top of that your a lot more fragile due to you not having put a lot into hit point, and the simple fact that robes with the much needed mana-regen feature don't provide armor. You need mad skills in enchanting to seriously enchant armor that provides similar levels of mana regen. While there is a resto perk that can give up to 50% mana regen no matter what your using that requires a lot of points (and thus levels) in nothing but resto.
The issue isn't coming up with a build that can survive, I mean that's easy, the issue is in making the kinds of roles people want to play viable, and really I think that's an issue with Skyrim, even if it's been an issue with other games in the series as well.
Truthfully I've noticed a bit of a warrior-balance issue in MMOs for a while now, most notably in WoW. Typically it's because the guys waving swords around want to be able to inflict huge amounts of damage and be able to easily down opponents. Fair enough, but when your looking at games with more than one character type, and your giving these guys all the hit points, the armor, and the abillity to dish out massive piles of damage, it causes issues when you try and balance mages and such who are supposed to be "glass cannons" and wind up just being "Glass" when you get down to it.
Part of what feeds this is that games are easy to itemize, and create a steady progression of gear. In comparison with magic it's all abillity based damage, and even if you start working on things that enhance those abillities you run into problems in creating parity between the spells and what warriors and such will have in terms of equivilent gear. Originally this was a problem with MMOs (which I could go on about at length) but I think it's been seeping into single player games more and more often as well, where I notice dedicated casters becoming something of a dying breed, and being somewhat overshadowed
when they do appear.
All comments about fan-made mods for the PC aside, I think Bethesda might need to do some gameplay tweaks here. Reducing the hit points and damage infliction abillity of the monsters would be too complicated, I'd think what they mostly need to do is up the damage spells cast by the player do by a factor of two or three, perhaps by adding a much more dramatic damage increase to the spells as your skill in Destruction magic raises.
My more or less dedicated mage is level 22 right now, and has a Destruction magic skill of 60 (which comes from using it almost constantly, it does not raise quickly). Throwing a 60 damage fireball in many cases amounts to the target going "lol, wut? was that a breeze?" even after a direct hit. I mean I've literally slammed Cave Bears with that thing and had their health bar barely even move. In comparison a well geared fighter with a simila level of advancement can ginsu the bloody things. Add to it that my mage has like 150 hit points and can get one hit frequently, or die from two or three hits sometimes, and that represents something of a problem.
The game IS playable, I mean I keep winning and progressing, but sometimes I feel like a bloody idiot kiting monsters around, or sitting ther channeling healing to mitigate damage while I wait for my companion or a summon to kill the target.
Of course then again, they might want to re-think some of the monsters as well. At one point I was wandering around and a dragon swooped down on me, and I managed to get it to engage a high-end bear. Let's just say the Dragon didn't appear to be coming out on the winning end, even though I wound up killing them both (for obvious reasons). Honestly... I think the Dovakiin can just go and retire, from a few situations like this I think the general wildlife will put an end to the dragon threat in short order.
