Crafting is out of control: If i want to make a warrior and still have a challenge, I can't use all three crafting professions (and even 2 is iffy). The synergies between them are so powerfull that they make the very idea of min/maxing as a type of gameplay completely absurd. You cannot take the best character developpement decisions, the ones you
know you need to be the best at what you are doing, without turning the game into Hello-Kittie-Adventure as far as difficulty goes.
Dont power level those 3 crafting trees and your gonna be fine. Let them level up naturaly this way even if you combine the crafter smithing pots/smithing gear/alchemy gear you wont go to far to quick. If you dont loop the positive exploit then your normal gear will be ok, after all it was planed to help you on higher levels not on low levels.
Destruction is a flippin' joke: The tree does not scale! That means that, unlike every single other combat ability in the game, there is a point after which you will -never- hit harder, while everything keeps scaling up. What that means is that we have a situation where a destruction mage, at a certain level, will actually do more damage with -unperked- bows then with -fully perked- destruction spells. Now it wouldn't be a that big a deal if that level was very late, but that level is 35. On a game with 81 levels in total, you will always hit as hard as a level 35 mage.
Weapons dont scale either, your gonna get the best weapons after some time and its gonna stop on Deadric weapons. Smithing upgrades and %dmg meele enchants and %dmg pots are just a way of buffing your output further. The same can be done to destruction magic except we can only use a %dmg destruct potion and %weaknes poison so we are short on custom %dmg gear and enchants but we compensate with % less mana spell enchants and potions.
What that means is that mages are forced to turn themselves into summoners by taking up conjuration, effectively completely changing the gameplay and restricting their possible options. And guess what:
Even that doesn't scale!You didnt know about the potion-poison synergy so you tought that you cant make destruction more powerfull thats why you think that way. Now that I enlighten you ,you can finaly stop using summons.
Illusion trivalizes the game: Here is a skill I am quite happy to see finally shine... except they overdid it! It trivializes all form of content, same as crafting synergies. The problem is that there is no element of damage
nor resistance involved. What that means is that once you have the master spells and the appropriate perks, you can just invis in, frenzy, invis out and grab a popcorn. Then just calm + shoot the last man standing.
Nothing can resist it, nothing can counter it, nothing can mitigate it. With destruction spells you need to kite, with arrows you sneak, with weapons you need to stagger them first if they have a shield or are blocking, etc. Illusion is an "IWIN" button; the only strat is "press it".
Agree to that illusion is to OP
There is no incentive to ever wear robes: Even as a mage, there is absolutely no reason whatsoever to wear more then a single piece of robes, because you gain absolutely nothing from wearing them over a light armor piece with the same enchant. If I have a cloth glove with -20% cost to Destruction spells, and a light armor with -20% cost to Destruction spells, then there will never be a question that the Light armor piece will be superior. Sure there is the Alteration perk, but again, the mage issue: it stops scaling
really fast, and then falls behind. Hell,
all the masks (best mage helmets) in the game are Light Armor!As it stands the only Cloth piece worth wearing over anything else is the Robes from the College quest line, because you cannot reproduce its stats through other means.
If the magica regen wasnt gimped in combat then wearing robes would be more beneficial. Still using arch-master robes gives a +15% less mana on ALL spell shools, +50 magica and +100% magica regen so its not that bad really.