I wouldn't say that I like Morrowind's combat system, or even prefer it to Oblivion's.
But I can say that Oblivion's got tiresome for me about as quickly as Morrowind's did.
When I play RPGs, I think of combat as something to get over with. Because it's usually a small element of the story of my character and I don't even remember 95% of the battles when I look back on the story of my character.
That's why, aside from relying on character skill, the die-roll based combat system is better for me. Morrowind's was logical and simple; each time you swing your weapon, the dice roll and you get a little "splat" noise if it's a hit and a "whoosh" if it's a miss.
Oblivion's was more reliant on player skill, which I didn't like, but more fun and immersive, which I liked. So it evens out to meh. You really can't have both, though. You have to choose diceroll, which blends nicely into the game mechanics, or actiony, which feels more realistic and immersive. What you have to remember, though, is that even the most beautifully, perfectly developed combat system will get old quick because it doesn't really require any deep thought. If you spend the most time on the combat system, and rely mostly on the combat system and "atmosphere" for immersion, your game won't be very immersive for very long. Those things are novelties and the thrill wears off quickly.
What you want to do is make combat a small aspect of the game and spend the most time cramming as much stuff to do, discover, and join as humanly possible. The player's imagination will do the rest and the game will be immersive for years and years.
In the end, both combat systems take too long, and too much of my time is eaten up fighting animals in the wilderness. Although that could just the fault of the overly rabid wildlife in Tamriel.
Ah, you're not talking about flaw of the relevant combat systems themselves. You're talking about the flaw that has existed in every TES game. I think the flaw is a carry-over from TES's transcendance of the 3rd person isometric/1st person turn based rpg games of the 80's and 90's, or at least that's how it started out. Limited tech capabilities in AI and 3D were responsible for the flaw during the early TES offerings (Arena, Daggerfall). The flaw is most readily apparent in Morrowind, and despite relative tech limitations, it can't really be excused. In Oblivion, the flaw recieved some attention from dilligent make-up artists in the form of npc physics and "swing-n-hit" mechanics, but the beneath the surface, the flaw was still present - still festering - waiting to rear its ugly head and ruin the impression of perfection the very instant the gamer saw through the make-up.
It's hard to describe what the flaw actually is though. Indeed, the
tea bagging console tards people whose first introduction to rpg mechanics was with Morrowind or Oblivion are often unconvinced that the flaw exists at all. I don't know of a name for it (if anyone can provide one, please do so) so i'm just going to call it the "chess factor" and the flaw that i refer to in TES combat is that there ISN'T a chess factor.
Regardless of whether the combat system is Daggerfall's number crunching or Oblivion's swing-n-hit, the combat is essentially the same. See enemy, hit enemy, drink potion, resume hitting until enemy dead, rinse, repeat. A summon or a paralyse spell is about as complicated as it gets. Regardless of system, it gets old incredibly fast (though admittedly, faster for some than for others). Whereas in more traditional rpg offerings (the best example that i can think of being Baldur's Gate) the combat was tactical and varied, often changing pace mid-battle, the balance sea-sawing to and fro, directly dependant on the actions of player and enemy alike. Much like a game of chess... It wasn't so for all encounters, there were always push-over or throw-away enemies, but these always served to highlight just how tactical the combat was in tougher encounters.
In TES games, we don't get that. Essentially every baddy is a push-over baddy. Some may have more hit points and deal out a bit more damage per hit, but from Vivec to mudcrab, they all follow the same tired formula. Eventually, every encounter becomes a throw-away encounter, being approached in exactly the same way as any other and varying only in the number of potions you had to drink to survive it, and that's when it's at its best. At its very worst, we are treated with encounters like Mannimarco. Raise your hand if he didn't ruin your day for all the wrong reasons
. In fact, a better name for the chess factor may actually be the "mannimarco effect"...
That is the flaw and the current trend of dumbification certainly isn't helping the situation. To fix it, Beth needs to go back to the drawing board. The flaw may have been created in the transition from 3rd/1st person turn based to 1st person real time, but the fact that it still exists today is the result of developer laziness and/or lack of imagination. Not that the solution is simple, mind you. The Mannimarco debacle was the result of major failings of several major game aspects. None of them were perfect in Morrowind. Most of them got worse in Oblivion. All of them need a major overhaul in TES V.