I posted this in the nexus forum. Some points are fairly similar 'Nightshade Assassin' reasoning. And it was posted based on perk usefulness alone, without the knowledge of the skeleton key.
Spoiler I'm doing a thief character also and am also have difficulty justifying taking perks in the lockpicking tree. On paper they don't seem all that necessary and am also hoping that skill level alone still has an impact on how easy it is to accomplish. Like you said there are a few in there that are tempting to take.
If skill level alone has no impact on your ability to pick locks, I'm probably going to at least take the - Novice - Apprentice - Quickhands - Perks
If not, I'll probably take none.
My opinion of the perks:
Quick Hands(40)(2 prerequisite Perks) Undetectable picking. I could see this one become pretty useful. Assuming there are places to break into that are never without people around it. Like trying to pick into certain places in Oblivion where there were patrolling or stationary guards around all the time. Would need to see it's affect in game, and whether sneak skill and perks could negate the use of this all together.
-Wax Key-(50)(3 prerequisite Perks) Don't see this as being worth it, maybe if your picking the same lock many times over, but even then picking the lock again shouldn't be that big of a deal
-Golden Touch-(60)(3 prerequisite Perks) Would be nice, but probably only beneficial earlier on when are characters are poor, and since it takes skill of 60 to unlock, maybe too late to be useful. Useful perhaps only to unlock the next perk:
Treasure Hunter(70)(4 Prerequisite Perks) Sounds nice on paper, depends how much of a difference you actually notice in game. And how rare it is by default to come across 'special' loot. If it's a 1% in game then an increase of 50% would be a total of 1.5% chance which is still garbage. If it's a 20% by default then it becomes 30%. Better but still not all that amazing. Might be one I try saving in a dungeon, then giving perk and seeing what difference it makes.
Locksmith(80)(4 prerequisite Perks) Useful but probably only means saving a bit of time in the mini game, if it is like fallout 3+ it's probably not all that necessary and not worth the use of a perk.
Unbreakable(100)(5 prerequisite Perks) Sounds good on paper, deciding factors would be how abundant or picks, and would having this perk mean you could just choose 'force lock'(or equivalent) over and over again till it opened, completely bypass the mini game. If yes, then this could be handy as the mini game may get annoying after a while. However the mini game in fallout 3+ was pretty quick and easy, so wasn't a big deal. Not like the hacking mini game which become annoying to do after a while. But dumping 6 perks in just to only unlock this makes it less worthwhile.
-Novice-Apprentice-Adept-Expert-Master- In oblivion these were unlocked as you progressed your skill. So if skill alone has very little impact on our ability to pick a lock, which sounds stupid to me. Meaning these perks may be necessary in order to get into master locks, then adding an extra perk here and there to unlock the other ones is less of a big deal. However if you can get into any lock with only a high skill level and no perks at all. Then I can't see any of these being worth picking. I'd rather spend the perks in other skill trees.
As for the skeleton key breaking the benefit of the perks? Yes, it would seem so for the unbreakable one. As once obtained it replicates that perk, and thus makes picking any lock being just a matter of patience and time. However some variable that could counter act this are the following:
- How easy is this item to obtain?
- How early on would you find this item?
If it is not something that most people will come across, then I don't see it as being that big of a deal. I mean if you have to go through a lot of work to obtain this item then the benefit of the item could seem worthwhile. If you would only find it by chance or if you've already found out how to get it by looking online. Then it's your own fault for spoiling your game[EDIT] Not really your fault if you accidentally come across it mind you[/EDIT]. However if it's an item that is part of a guild quest line that most people will encounter than yes it could be seen as a perk killer. Depending on how early on you would obtain it. If you would not get it till your likely to get to a 100 skill and have access to the unbreakable perk, and have made use of the perks prior to obtaining the skeleton key.
However the OP mentions that money is essentially unlimited. If lock picks are also unlimited(meaning you can purchase as many as you want by resting and buying from one merchant for example). Then lock picking in general breaks the perk tree also not just the skeleton key. As having unlimited picks would be no different than a skeleton key or the unbreakable perk. But the argument on where the lock picking perks are worthless seems to depend on how you like to play the game. If you typically exploit things, like saving and reloading, or getting unlimited money by sleeping and selling, or unlimited picks, then yes.
I would argue that perks should be just that. Perks. Not necessities. I'm hoping achieving 100 in a skill will make you fairly proficient in that skill without any perks. That goes for any skill. Perks should just add other things that you aren't able to do with skill alone. Which some of the lock picking perks do do. But most do seem to be pretty worthless on paper in my opinion. If they make lock picking generally easier for those that don't want to have to exploit certain aspects of the game then the perks do become more useful. But I too am going to find it hard to justify picking them over other perks in other skills.