I absolutely agree that some combinations of skills, perks, or other strategies can take a lot of the challenge out of things. I knew how to make a 100% chameleon suit in Oblivion, but what fun is it to attack non responsive attack dummies? The difference I think is that I don't think you should try to force views on people by taking away things.
The question I consistently ask and never seems to get answered is why does it matter to anyone if another person is using a "cheat" or "exploit" in their own damn game?
Yep, I hear you. After reading thru this thread (which was very interesting, on several levels), I find myself in the uncomfortable position of sitting on the fence post.
On one hand, if the developers want to include such an option in a relatively unobtrusive way (e.g., an optional quest initiated off in the netherlands), who am I to complain when I could easily choose to ignore it? If it was an in-your-face option at every vendor then it might be a bit of a buzzkill, but that's neither here nor there when discussing whether it should exist at all.
On the other hand, the developers do have to choose where and what to focus their limited efforts/time as to fixing/improving the game. Personally, implementing perk-recycling is WAY low on the totem pole as far as I'm concerned. I'd rather they work on fixing bugged perks (and other game aspects) first, and only *after* those issues work on game balance (which is sort of the area, I think, this falls under).
And speaking of game balance, I personally don't think the BSG developers will implement perk-recycling. Their intent with TES seems to be, yes, an open-world design, but one with enough consequences that player-driven stories have the framework to be meaningful and rewarding. I suspect that this would cut against that grain in their view. I mean, I think even they'd understand the appeal for some players to late-game be able to experiment with different builds at their and the game's peak.
However, I think their overall view in evaluating this as an option would be determined by this example scenario:
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I've reached Riverwood, exhale with relief at being in a safe place, and go the level menu to discover that I've gained two levels and am now Lvl. 3. Hmm, I have two perks available to choose. One is definitely going to smithing because it'll be a big boon in the short-run and will certainly be built upon the rest of the way.
Now for the second, even though I have some initial combat perks available, I'm tempted to use it on speechcraft. Now even if that 10% bonus in bartering will be mostly useless late game, I also know that it'll pay dividends through mid-game at least. Further, if I'm going to get it, the earlier I get it, the more I'll maximize its investment worth vs. the "waste" it'll represent later. Hmm, an interesting tactical choice with strategic repercussions ....
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Personally, I think the developers want those kinds of decisions to remain meaningful.