This is probably something that often comes up but I'd like to see a bit more strategy in combat, like there is in other games like Dark Souls. I feel that this is alleviated on PC to some degree by combat mods, but this isn't really an option on consoles. The only real combat strategy in the vanilla game is just to stock up on potions, swing your weapon and use your spells. The combat doesn't have the depth, strategy and skill of other games like the Witcher or Dark Souls. The difficulty of the game could alter both the health and damage of the PC and NPCs, as well as the combat AI of the NPCs - on a harder difficulty, they would be more likely to dodge, block, or whatever.
As a bit of a Nazi when it comes to weaponry I'd also like to see more appropriate animations for certain types of weapons. What I mean is, daggers are stabbing weapons. When equipped, the PC shouldn't swing them like a sword. Similarly, certain types of sword (such as rapiers) are not cutting weapons either. I am not an expert in programming or animation but I guess that this could be implemented by just adding a separate animation set for swords, stabbing and thrusting, as well as cutting and slashing. A weapon could use either of them depending on whether it's a cutting or stabbing weapon.
The way I would handle the various types of melee weapons is this:
The perks for melee weapons would be similar to how it works in Skyrim, with blunt weapons ignoring armour, axes causing bleeding damage and swords doing critical damage. I'd also like to see spears added as a separate weapon type, both one and two handed (spears in real life were not necessarily just two-handed weapons). They could have a longer reach than other weapons, but do slightly less damage and maybe swing slightly slower. This would represent the fact that someone wielding a spear would want to keep the enemy at a distance so that the enemy can't get within range to use their own melee weapon, and the fact that the spear is actually quite a large weapon. The ability perk for a spear (like hack & slash for axes, bone breaker for blunt and bladesman for blades), would be to push the enemy back by a certain distance if the spear lands an unblocked hit. This would allow the spear user to keep the enemy at a distance, to compensate for its slightly lower damage and speed.
As for the various types of swords, they would all just benefit from the extra critical damage from the bladesman perk. The only difference would be the animations used for different types of swords - a scimitar, for example, should be swung, whereas a rapier or a dagger should stab, but both would be considered swords for the purposes of perks and combat.
In conclusion:
4 types of weapons
Blunt - Maces, warhammers, flails, etc - perk to ignore armour
Axes - War axes, battle axes, etc - perk to cause bleeding damage
Blade - Longswords, sabres, rapiers, arming swords, etc - perk to cause critical damage
Spears - Spears, partisans, pikes, tridents, etc - perk to push enemy backwards away from user
Swords use different animations based on whether they are used to cut or stab, but both count as swords.
I would also like to see the way heavy armour is used made a bit more similar to power amour in Fallout 4. In real life, knights wearing plate armour would often wear a gambeson, possibly supplemented by a set of chainmail as well, underneath the plate armour. There were two types of gambeson - one type is designed to be worn undeneath a set of plate armour, whereas another is designed to be worn as a set of armour in itself. I'm talking about the type worn underneath plate armour here. It could work in a similar way to the power armour frame in Fallout 4, except without the need for fusion cores (obviously) - you would need a gambeson to put on a set of plate armour over the top. Light armour would be unaffected - just work the same way as it does in Skyrim currently. Light armour would include armours like leather, studded, chainmail hauberks, etc - but not plate. Given that there's not really any equivalent to the fusion core, care should be taken to make sure the heavy armour is balanced against light armour given its obvious advantage of better damage resistance. Unlike Skyrim, it shouldn't be possible to reach the armour cap with a set of light armour. This should require heavy armour. Heavy armour should drain stamina to perform regular attacks, and power attacks should drain more stamina, whereas light armour should be unaffected - regular melee attacks do not drain stamina, power attacks drain normal amount of stamina.
I think this would give an incentive to use heavy armour, given the high damage resistance, but it would not be without its drawbacks.
In summary:
- Heavy armour works the same way as power armour in FO4 - gambeson & mail underalls work same way as power armour frame.
- No "fusion core" equivalent.
- Wearing heavy armour makes normal melee attacks drain stamina.
- No stamina drain for regular melee attacks in light armour.
- Light armour works the same way as light armour in Skyrim, or normal armour in FO4.
- Not possible to reach armour cap in light armour.
Cheers for reading.