» Sun Jun 03, 2012 10:24 am
Regarding fewer skills:
Medium Armor -
What's the point? With the perks available to Heavy and Light Armor you can easily get any advantage that medium armor once offered. Notice that a some of the "heavy" and "light" armors are more like a "medium" armor in weight and protection anyway (like Scaled for example). They're just classified differently.
Mysticism -
Most of the important mysticism spells are still in, just in different schools. And who says the College of Winterhold has to follow the same school classification as the former Mage's Guild? I do miss Dispell and Reflect though.
Athletics and Acrobatics -
Thank God these are gone. I no longer feel compelled to jump around like an idiot while wandering the woods. If you ask me, the new sprint mechanic is far more realistic.
Armorer -
Smithing is way better. Besides, repairing weapons all the time was annoying. You can argue that having a weapon degrade was realistic. But all things considered repairing equipment wasn't very realistic anyway. "Okay, I'm gonna sit down in the middle of a dungeon and use a freakin' hammer to make my leather armor more effective."
Mercantile -
Um... Isn't having Speechcraft and Mercantile a bit redundant?
Blade and Blunt (also Axe, Short Blade, and Long Blade) -
One-Handed and Two-Handed just make more sense. Are you telling me that a master swordsman would be totally clueless if you handed him an axe or mace? I think the perk trees for these skills more than makes up for the fact that blade and blunt are no longer specific skills.
Security -
This was just renamed "Lockpicking" and Pickpocketing is a separate skill altogether.
Hand-to-Hand -
Okay, I miss this a little bit. But it was always more of a novelty than a skill most people actually used. Besides, the Fists of Steel perk is there if you want to beef up your punches.
Unarmored -
Miss this one a little bit too. But it's kinda from the "dice-roll" era of TES anyway, and was only really good for saving throws. Graphics and animations are a LOT better now, so it's pretty immersion breaking to see an enemy's sword clearly nail you in the face and have the game say it "missed." Also, the Mage Armor perk in Alteration, and the bonus to sneaking are great ways to reward unarmored players.
Spear -
Spears would have been cool, but I really think they were taken out for game balance purposes. Face it, a medium-long range thrusting weapon is virtual invincibility when facing any opponent without a ranged attack.
Regarding Attributes
Lets be honest. The old attribute system was a total D&D rip off, and unnecessarily complicated. Upgrading attributes in Oblivion and Morrowind had two purposes: A- increase Health, Stamina, or Magicka. And B- increase the effectiveness (or reduce the cost) of certain skills. You can still do exactly that by spending perk points, and increasing attributes directly. Seriously, why be complex simply for the sake of being complex? The new system is just better.
Regarding... Um... everything else
Bugs -
Hardly new to Bethesda games.
Spellmaking -
Totally agree with you here. Spellmaking needs to be back. Or at least something like http://www.gamesas.com/index.php?/topic/1313799-mages-dlc-wish-list/page__p__19754521__fromsearch__1#entry19754521
Armor pieces -
The problem with this is enchantment stacking. It was super easy to make your character into a god with NINE enchantable items. However, I would like the ability to have more options in the creation of armor - such as adding or removing those beloved pauldrons.
Arena -
Actually I miss this. But, I don't think it has anything to do with "dumbing down" the game. Maybe we'll see it in a DLC.
Smaller cities -
Skyrim is just different than Cyrodill or Morrowind. It's like comparing Alaska to New York or Florida. And if you really want to get down to brass tacks - has ANY city in a TES game really been a city? The Imperial City in Oblivion had about 150 residents. Would you seriously call a community with 150 residents a city? At least in Skyrim the people are actually doing stuff.