They really did learn absolutely nothing from Oblivion and Morrowind in regard to level scalling.
20 hours in, I grinded Pickpocket (pickpocket all the things), Lockpick (riften thives guild, master chest) and Smithing (about 200 iron daggers) to 100, while doing a few sidequests. 3x100 skill gave be about level 30.
The consequence? The enemies eat me for breakfast, because my armor skill and 1hand skill are so low I barely scratch them.
Fail Bethesda, simple, truly utter failure.
This is the crux of the matter, enemies scale based on level and level does not equal combat prowess.
If you level like Phitt solely through your main combat ability (2 handed). your enemies are scaled roughly to die to your blade. If you want to do any other activities in this game you start to lose the power race against enemies. This is not "gimping" yourself, as has been offhandedly said; this is playing however you want to, I shouldn't be punished with insurmountable odds for pickpocketing entire towns, or wanting to explore the various crafting systems.
Even if the players logic runs like this. I want to craft to get powerful / enchanted weapons and armour to give me an edge in combat, they are actually losing out, because the perks in this game give far more power than item quality or enchantment.
There may be many ways to approach this problem.
- either create a major / minor skill divide, which lessens or removes the effect non-combat skills have on level.
I don't particularly like this idea. It takes away some of the immediate satisfaction from levelling these misc skills, and may potentially be a lot of work.
- Or make enemy scaling use a behind the scenes number calculated from the sum of the players combat skills.
This way the players get an appropriate challenge since much of their power lies in the level of their combat skills, without the enemies being obviously tied to their level.
- redistribute some of a characters power out of perks to skill / equipment.
To some extent this would work, because almost all remaining levelable skills tie in some way to combat. however there would still be great potential for the ideal situation to be missed completely.