Focus on onehanded skill ... vs ... Focus on twohanded skill.
Yes, I'm sure everyone knows you can equip different weapons. You could do that in all the other games too.
put as many perks in the dual wield tree as possible ... vs ... Only use greatswords.
Yep. They added dual wielding. Neat.
don't take the generic "+xx% damage with onehanded weapons" if possible ... vs ... Get 5/5 of the generic "+xx% damage" perk mostly.
Congratulations. Now try it without the weapon swapping shell-game. You'll find that there are severe limitations for varieties of fighters - which is why you need to switch weapons. Oblivion had 10x as many possible combinations just by virtue of strength and speed. ((100 Strength * 100 Speed) * 3 Weapon Types * 2 Fighting Styles) = 60,000 possible fighters, 10,000 per Weapon/Fighting Style. Exponentially more with Endurance and Luck. Skyrim has (29+19+13 = 53)^2 = 2,809 across all fighting styles, or (13^2)+(25^2)+(((15^2)*2)*3)*3 = 6432 across all weapon types and fighting styles - including redundant and impossible combinations, as well as the Block tree. 4 of the Perks in Skyrim's weapon trees are present in Oblivion, and at least 2 of the weapon-specific perks are virtually useless according to the UESP, so it'd be really hard to argue that these 0.10x fighters have 10x as much variation, especially when reaching the previous margin of difference requires switching weapons. With only 5-6 general and 3*(3-4) weapon\fighting-style specific perks in the tree, and nearly all of the difference being in damage calculation with no bearing on handling, it is no wonder people think all the characters feel the same: There is at least 89.2% less flexibility\variation.
My bsometer just exploded, I got to pick the pieces brb.
I'll say.. Come back with an actual reply once you've changed your underwear.
Again:
1. The racial bonus to different attributes
did make it possible to play characters for or against their strengths, which is no longer possible. It took more effort for a Breton to develop as a fighter than it did for an Orc or Redguard, and that distinction mattered to some players. The post I was responding to claimed that attributes did not add depth. This is one way in which they did.
2. The luck attribute did make it possible to play characters who were extremely lucky or unlucky, especially with mods, and this did make a significant difference in practice (See: Gaenor). It also also contributed to the depth of the character, and is no longer possible.
3. It is a fact that modders could make scripted events interact with player attributes to determine the outcome of an event. Lots of realism mods did this, and I'm sure some quest dialogues did too. If modders want to do that now, they have to use your combat-relevant attributes, skills, or some custom metric embedded in the mod itself. Removing features in a game like TES does not remove content, it removes potential content.
4. You do have to live within the boundaries defined by your skills and derivatives. The attributes in TES rarely limited anyone directly, only through their skills and derivatives which are both still limiting factors.
Fact is, removing attributes took away a layer of character definition. Expanding on the perk system by adding branches to the tree is nice and all, but arguing that one precludes the other is a false dichotomy when the two have co-existed in pretty much every game between Diablo 2 and Skyrim. Next time, try not to defecate in the middle of a public forum. Thanks.