@ Nero Joe
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.
What's the point of having separate skills for light and heavy armor when they're effectively the same thing, only with different weights? Currently armor is a style option, nothing more. Light or heavy, you can buff it to hit the armor cap and make it weightless with a perk. Where's the practica difference? And it's even more absurd when we try to link this to reality, where a leather armor is much different from a chain mail, which in turn is much different from plated mail. Then again, reality is complex and so it's a place where gamesas really don't want to go.
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.
Totally. It makes perfect sense that an Imperial woman in a suit of plated armor runs just as fast and jumps just as high as male Nords, Redguards, and Orcs. Absolutely. Then again, "making sense" means "fits with reality" and that, as said, is very far from what gamesas wants.
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."
Armorer didn't break the game. Smithing does. Perhaps they could've come up with something in between?
Mercantile -
Um... Isn't having Speechcraft and Mercantile a bit redundant?
It's redundant if you think being a fast talker and a good negotiator is the same thing. As someone who has quite a bit of formal education in business, I can tell you that they're absolutely not the same thing. You'll of course ignore that because reality is overrated.
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.
Are you kidding me? Merging all the different weapon skills into a mere two skills based on the number of hands you hold the weapon with is [censored] INSANE! YES, the master swordsman would be down crap creek without a paddle if given a mace, because the principles of a mace are entirely different. A mace is all about impact momentum, it's dramatically less balanced than a sword, it's got no edge so cutting motions are useless, it's got no tip so stabbing is useless. It is far, far removed from the art of using a sword well. Even further, a master swordsman would also be in deep trouble if handed a whip, a police baton, an axe, a spear, or really any other weapon than the one he's been training with.
Having a perk that gives a potential +100% damage with all 1H or 2H weapons is so unrealistic that anyone who cares the least bit about world consistency is violently shook out of any immersion. That's just not how things work in reality. Might as well improve a mace or bow's damage by sharpening it on a whetstone or improving your armor's level of protection by urinating on it.
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.
Fists of Steel is a heavy armor perkj. Who the heck would put on heavy armor when playing a monk character? WHO? That's right, NOT A SINGLE PERSON EVER! And having a garbage perk does not make up for a loss skill, does it? Well, if you're the most fanatic gamesas ass-kisser ever, maybe. If you're employed by them, definitely. If you're a reasonably critical gamer, NO [censored] WAY IN HELL.
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. Also, the Mage Armor perk in Alteration, and the bonus to sneaking are great ways to reward unarmored players.
Saving throws? Unarmored gave you more armor from being unarmored, nothing more. It's like light armor, except it applies to naked / regularly clothed bodyparts. Even though it should be dodge-based, it wasn't.
And the Mage Armor perk only makes any kind of sense if you're going to be a mage and cast those thingyflesh spells every two minutes. Have you considered that there may be very strong RP reasons to not do that? Such as being a monk, a thief, a rogue, a burglar, a ninja or what have you? No, you haven't? Not really surprising.
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.
Spears were taken out because giving people more than three weapon types is overkill. Casuals are happy with just three totally similar types and that's all that matters. Adding in spears would just make things complex again and that's the thing gamesas are trying to get away from. How can they sell 15 million copies of the game if people have to actually think while playing? By the way, how on Earth can you have horses in the game but not include one of the biggest features of horses nor one of the biggest anti-horse weapons? It boggles the mind that the gamesas team can stomach it, but then of course they're getting well paid to make such sacrifices.
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.
Increase agility and your dodge and ability to hit would improve. Increase Wis and you'd become better at casting certain spells. Increase Int and you'd get more magicka and become better at alchemy. Increase Str and you'd hit harder and jump higher. Increase Speed and you'd be faster. All these things make perfect sense and are rather intuitive. They also provided plenty of ways to customize your character. How is this even remotely replicated with lameass perks? Where's the realism in my non-thief warrior needing Extra Pockets for carrying capacity rather than simply upping strength?
Spellmaking -
Totally agree with you here. Spellmaking needs to be back. Or at least something like adjusting the effects of existing spells.
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.
Not just something like spellmaking. Let the players have control with the spells the player is casting. How [censored] hard can that concept be? It's a sandbox game so let us sandbox our spells, for crying out loud. Less choice is not more and that's just how it is.
As for armor pieces, the simple answer is to limit stacking efficiency. By the way, nine? Helmet, cuirass, left pauldron, left glove, right pauldron, right glove, greaves, boots, shield, sword, ring, ring, amulet. Am I counting that wrong or is that 13? And yet the game didn't break until you could afford to pay an enchanter to make some godly CE enchants, because you weren't likely to have enough items worth enchanting to want to risk doing it yourself.