This is not halo? No sh1t really? When did you figure that out?
It is, however, a game. A game where balance is very, very important. You talk about magic being nerfed, obviously, it's now much more balanced than it has ever been before. Balance is good. "removing" open lock spell brings balance. This means my thief has at least one thing unique, while mages can do a lot more in past games and even more, without losing a skill. Basically, alteration is for mages both an armor skill and lock-picking skill in one skill, while warriors and thieves must choose two skills to mimic the same effect. Each skill should be worth equally, meaning, if you remove lock-pick from alteration, it's now worth one skill again instead of 2.
There is zero reason for each playstyle to be exactly the same and there is even less reason for each one to be balanced against the others.
Go take your MMO mentality to a multiplayer game.
Mages are supposed to be weak at lower levels and powerhouses at end level.
Magic was the best thing of TES. The freedom, the options, the choice, the customisablity. It is all gone now.
Replaced by pretty looking uselessness.
If that is your idea of balance then it can go die in a fire.
I want fun in my game, not some lame-ass 'balanced' crap.
Balance is just a euphemism for arbitrary hardcaps and limitations. It is the opposite of freedom.
Its that same mentality that cost us acrobatics and athletics.
And you know what? The game has become more boring and more frustrating of it.
Progression is gone. Im the same speed the entire game, and will never jump higher. Therefore, running around or jumping
at all is now equally pointless and as frustrating a time waste as in any other game.
Yeah, circling around a mountain for ten minutes looking for that one linear path, giving up and glitching my way up a cliffside is such fun.
The freedom is gone. No longer can I stand on a house to admire the view. No longer are there fun things hidden up a ledge, as the ledge is just background, as there is no way to ever get up there.
So the game has become smaller and two-dimesional too. Look at the dungeons. Oh, they are pretty allright. Just a shame they are all tubes.
Placing insurmountable objects in my path while I can see the objective
just there like this is some 1985 platform game. I said it before release, and I was right. It leads to lazy level design.
The removal of open lock means the game has less replay value, as there are less possible builds.