So Diablo and Dungeon Siege is considered as "bad" RPG now? What?
I know people are complaining how this brings TES closer to action RPGs, but actually TES was always closer to action RPG in this regard. Many people said that attributes should be chosen at the beginning at they should rarely change. Thing is, none of the TES games had this, and I don't think they're planning going this way. Attributes were counted between 1 and 100 and you could raise them every level, that is hardly static.
There must be remark attributes counted between 40-49 as about average and all from above goes as benefits all below average as penalty,
problem was not in attributes system but in 5+5+5 leveling, changing it to system similar to nGCD does not mean removing attribute completely, another problem was in lose ties between skills and attributes what govern it as well in not equal effect from attributes in compare to skills.
Also they were kinda redundant, as they mostly did the same things skills were doing, like there was a skill about how much damage you do, how fast you are and how strong your magic is. The difference between a skilled strong and weak characters was minimal at best. So if they were about to fix attributes without removing them, they had to make it more relevant, but for that skills would be hurt.
As feature attributes was not redundant at all, there was flawed implementation of attributes, Strength for example give 50% bonus to damage while skills can give 200% I think making such coefficient more equal is more logical way to fix something then axing, so there will be difference between strong and skilled, besides why skills are going to be hurt if skills are work in synergy with attributes and are governed by them, so if 100 Strength give also 200% damage thats will be visible impact.
Overall it just sounds to me people want attributes back just for the sake of it, like they were sacred and untouchable or something...
Attributes are used mainly to differentiate between characters, to make them unique. Some concerns come up how with this system there will be less variety, but I don't think so. With attributes, similar characters would still have similar attributes, like a warrior would always have high strength, a mage would always have high intellect. With this system warriors would have high weapon skills and pick perks mainly from there, mages would have higher magic skills and pick perks from there...
Attributes work with skills and perks well, besides with attributes we can create diverse characters not all warriors need to be strong Short Blades for example was governed by speed expand them with rapiers, thieves have intelligence as governing attribute for security actually make it useful for them, there was many mods thats use fundamentals for modeling awesome features what devs afraid to add.
As for the modding concern, I really don't see the problem. Just adapt, use something else. Everything else is also changed, so you have to consider those too...
Did you mod something before?
Yes of course we always can adapt but will be new system equal in all possibilities to classical, unless game not released and I cannot check it by self, I will remain skeptical, and you are not dev to guarantee thats system still versatile as before even without fundamentals.