So removing the only restriction on mages (magicka bar) isn't an exploit? So then removing fatigue is just fine and dandy?
And lets talk about that heavy armored build. You are going to put perks into three skill trees, and only 3 skill trees. Smithing, Heavy armor, and one handed (dual wielding). None in enchanting. You get one weapon of your choice with soul trap, the other with absorb stamina, and pick up azura's star while your at it (black or white version, doesn't matter). When you level up, you can put EVERY POINT into health, because thanks to absorb stamina, you always have 1 fatigue to use your power attack. Using no other enchants, you just turned a character into the juggernaut, no joke. I didn't even say what guardian stone to use, though it really doesn't matter.
This build removes the fatigue bar from melee combat, just like removing the magicka bar from mages. The difference is that the melee build can very much just jump into the middle of a group of enemies, and kill them all without even breaking a sweat. A mage who put every point into magicka just to be able to cast some of the stronger spells will die in one hit with some enemies. And what does he gain for this disadvantage? The ability to stun lock an enemy to death? If I wanted to stun lock something to death, I'd play a rogue in WoW. The destruction perk tree doesn't consist of "interesting choices", it consists of mandatory perks. Every LAST one of them (save for increasing the range runes can be cast). Dual casting that staggers your enemies (up to, and including dragons) is cheap, no way about it. +50% damage to three types of magic damage is a joke when enemies later in the game have at least +400% health than they used to. More than that I'd wager. The minute you reach 100 destruction, you have plateaued in power. That is the strongest you'll ever be. It is very literally downhill from there, and that is a fact.
Breaking the game with enchants, and then saying, "See, I can do okay" doesn't mean it is okay. If destruction magic was weak in Oblivion, would you say the solution was to enchant a 100% chameleon suit of armor so you could attack without ever being attacked? If destruction magic was weak in Morrowind, would you say the solution was to soul trap glich your way to godhood? Besides, why have 0% destruction spell costs, when you could have 0% restoration costs, or 0% conjuration costs? Free heals, or even better, free minions! This is the problem! Every school of magic, with the exception of restoration (which has no damage moves) and alteration (which also has no damaging moves) will have a higher damage potential at 100 skill than destruction, a school who's only purpose is to hurt things. This is wrong.
Your missing the point here - mana reduction is the only thing we can do with perks and enchants while meele can only get more dmg. Its balanced that way so if you perk and enchant your gear/loot gear that makes you deal more damage then its fair for mages to reduce they`re own mana drain. Furthemore meele can hit unlimited times , only power attacks need stamina while mages need mana to do anything so its natural that we have the ability to choose 1-2 spell trees to cast for 0 mana.
There are no stamina reduction enchants so no you should not be able to make a non-stamina power attacker this is just a bug your using for your own benefit while mana reduction is something planed by the devs.
A mage who put every point into magicka just to be able to cast some of the stronger spells will die in one hit with some enemies.
A mage can have half a meele health and same dmg/magic resistance so no I will not die in one hit, I can go into the fray and slash my sword while still casting spells. You think that your good just because your using a bug and dont need to have any stamina, if the bug didnt exist you would need a good amount of stamina to health versus a normal mage. A 0 mana casting mage on the other hand can have the same amount of health as your 0 stamina meele.
Dual casting that staggers your enemies (up to, and including dragons) is cheap, no way about it. +50% damage to three types of magic damage is a joke when enemies later in the game have at least +400% health than they used to.
If you say so then staggering enemies with power attacks that cost 0 stamina is as cheap as 0 mana casting. So your just playing it the cheap way as a meele and are angry at ppl who do the same being a mage O.o
+50% isnt maybe so great but that doesnt just stack for destruction spells, it works for staffs and elemental enchanted weapons stats.
Breaking the game with enchants, and then saying, "See, I can do okay" doesn't mean it is okay. If destruction magic was weak in Oblivion, would you say the solution was to enchant a 100% chameleon suit of armor so you could attack without ever being attacked? If destruction magic was weak in Morrowind, would you say the solution was to soul trap glich your way to godhood? Besides, why have 0% destruction spell costs, when you could have 0% restoration costs, or 0% conjuration costs? Free heals, or even better, free minions! This is the problem! Every school of magic, with the exception of restoration (which has no damage moves) and alteration (which also has no damaging moves) will have a higher damage potential at 100 skill than destruction, a school who's only purpose is to hurt things. This is wrong.
Im not breaking the game with enchants, I dont even need to enchant my stuff to deal colosal dmg for low amount of mana. Its you the meele build who needs to brake stuff to even come close to my dmg range.
You need to smith your weapons using gear and pots to even come close to my dmg radious. Then you need enchants on your gear to get to the same level as I am.