When I play an RPG, any RPG, then I want the game to be challenging but at the same time functional.
I want to be able to kill enemies in a couple of hits if I have a Daedric weapon but I want the same thing to apply to me.
No not realistic damage, [censored] that, I just mean that top level enemies on Master difficulty get really annoying to kill if I don't Smith the sword up to Legendary and get +40% damage enchants.
So what is a better design to use?
Damage sponges?
Unrealistic but coherent damage?
We get monster health but enemies get crap health?
We get monster damage but they get crap damage?
We get mediocre or little health while they get tons?
We gets mediocre or little damage but they get a lot?
But more importantly: Are you satisfied with how the difficulty system, the health system, the damage system in terms of smithing and enchanting and the level scaling system was designed for Skyrim?
Me`?
I hated it.
Spoiler
I don't mind number based systems at all, but at a certain point they become dreadful when they're unbalanced.
For example, if I play normally, and I don't try to become a demi-god, then after a while enemies will, well, stop being dangerous.
Their damage simply isn't that good and I can survive just about everything.
So I raise the difficulty, and now they hit me real good! But now I have to whack at them twice as much to die.
"Then keep it at the previous difficulty setting and remove or degrade your armor?"
That's the thing, I don't think that "It's too easy, then nerf yourself" is a valid solution.
I shouldn't have to toss away the great stuff I've collected just cause the enemies aren't an danger to me no more.
And I shouldn't have to get up Smithing or Enchanting to full with perks so that my damage can counter their new health pools.
Now if there was NPC's in the game that could enchant or smith my gear for a price then I wouldn't mind it as much becuase then it'd be about money, by using Enchanting myself I can get better effects with way less cost, but with an NPC I can still get that edge I need for the higher difficulties to counter the enemies' health.
So the difference between the current system and this is that right now, if I don't use Enchanting or Smithing then my damage falls behind while theirs get better.
But if there were NPC's that could upgrade my gear for a fee then I'd feel better about it, cause then I at least have the option to upgrade my gear without feeling forced to level up skills that don't suit my character. (And self-upgraded gear would always be better than NPC upgraded gear of course, but NPC upgraded gear would still bring your gear up to par with enemies')
When something is optional to use, like a game feature, say.... Wood cutting, then I don't mind the idea of "Don't like it, don't use it."
But when it comes to game balance and I have to forcefully [censored] my character up just cause the game can't toss a balanced challenge on me then I don't think it applies.
For Skyrim, I dunno which of my two characters it were, but with one of them I tried "not" to use Smithing or enchanting, and at some point, despite having fully perked out and 100 in said combat skill, it still took forever to kill the enemies, and if I lowered the difficulty then I couldn't get killed.
"But why would you want to get killed?"
Caaaaauuuse I like being faced with a challenge maybe? I like the idea of defeat if I fail?
Point is, I didn't like Skyrim's design, I never think that damage sponges should be used in a real-time FPP/3rdPP game.
I don't mind number based systems at all, but at a certain point they become dreadful when they're unbalanced.
For example, if I play normally, and I don't try to become a demi-god, then after a while enemies will, well, stop being dangerous.
Their damage simply isn't that good and I can survive just about everything.
So I raise the difficulty, and now they hit me real good! But now I have to whack at them twice as much to die.
"Then keep it at the previous difficulty setting and remove or degrade your armor?"
That's the thing, I don't think that "It's too easy, then nerf yourself" is a valid solution.
I shouldn't have to toss away the great stuff I've collected just cause the enemies aren't an danger to me no more.
And I shouldn't have to get up Smithing or Enchanting to full with perks so that my damage can counter their new health pools.
Now if there was NPC's in the game that could enchant or smith my gear for a price then I wouldn't mind it as much becuase then it'd be about money, by using Enchanting myself I can get better effects with way less cost, but with an NPC I can still get that edge I need for the higher difficulties to counter the enemies' health.
So the difference between the current system and this is that right now, if I don't use Enchanting or Smithing then my damage falls behind while theirs get better.
But if there were NPC's that could upgrade my gear for a fee then I'd feel better about it, cause then I at least have the option to upgrade my gear without feeling forced to level up skills that don't suit my character. (And self-upgraded gear would always be better than NPC upgraded gear of course, but NPC upgraded gear would still bring your gear up to par with enemies')
When something is optional to use, like a game feature, say.... Wood cutting, then I don't mind the idea of "Don't like it, don't use it."
But when it comes to game balance and I have to forcefully [censored] my character up just cause the game can't toss a balanced challenge on me then I don't think it applies.
For Skyrim, I dunno which of my two characters it were, but with one of them I tried "not" to use Smithing or enchanting, and at some point, despite having fully perked out and 100 in said combat skill, it still took forever to kill the enemies, and if I lowered the difficulty then I couldn't get killed.
"But why would you want to get killed?"
Caaaaauuuse I like being faced with a challenge maybe? I like the idea of defeat if I fail?
Point is, I didn't like Skyrim's design, I never think that damage sponges should be used in a real-time FPP/3rdPP game.

