Well the funny thing is if they did remove them, birthsigns were basically perks with a different name :rolleyes:
If they kept them, they all should have been turned into Once-Daily powers. You know, The Warrior gets a Critical Chance buff for 2 game hours. The Steed can Sprint without exhausting stamina for a Game Hour. The Thief gains a Sneak Attacking bonus multiplier for a few hours every day. Blah blah. A lot wouldn't have really needed major tweaking.
I know the argument is that the perks system could theoretically make characters in the long run far more specialized than the old attributes system could, but until we get any information about the actual breadth and ken of most of the game's perks, I'm personally going to remain skeptical. Being able to ignore a certain armor percentage with a mace doesn't sound unique at all, it just sounds like a gimmick - unless it has a very nice and gradual progression. Which is why I kind of wish Bethesda wasn't so open with the Skyrim PR, because we get only a few examples and sources to go by and then nobody knows just how good or bad these mechanics as a gestalt whole will be.
That's partially true. We just know that certain Weapons will have certain perks associated with them (Dagger: Sneak Critical Bonus. Mace: Armor Negation. Sword: Critical Attack. Axe: Damage Over Time) to call them a "Gimmick Though" is pretty simple minded. First of all, simply what we know, gives weapons better differentiation than we saw in any Elder Scrolls title, and actually makes it worthwhile to invest in a Master-At-Arms type character, who can select the best weapon for the right situation. Heavily Armored Target? Use a Mace. Agile-Shield welding oppoenent? Use an axe to get the most out of that bleeding effect. Dual Wielding Glass Cannon? Use a Sword to dispatch him quickly.
The same we know about Magic so far. You can perk out each element, and each element also has unique properties, which I really like. Fire is pure Damage dealing, optimal for something like a Battlemage. Ice spells which drop stamina. Great for slowing enemies down, or preventing special attacks. Shock is a counter-mage ability, draining magicka from your opponent as well as inflicting damage.
Plus, characters with this new system still seem like they're going to be relatively similar upon creation. With birthsigns (but to a greater degree, Daggerfall's advantages and disadvantages) this wasn't the case, but now the only real distinctions Todd gives are each race having "special abilities". Sid Meier's Civilization series comes to mind - are you a fan, by any chance? The leaders for each civilization had a nice two-trait system in Civ3 and Civ4, but then in Civilization V the developers decided to tone down these differences - and now we have some leaders who can reach the middle ages lightyears before other civs, whilst other leaders have silly perks like gaining gold whenever they use naval units. It's even more disjointed than the old system ever was. :mellow:
We'll see when we get there. But oddly, your Civ example is exactly what happens in both Oblivion and Morrowind. Greatly Favoring one race (Bretons and Nords for example) while other races, like Imperials, are virtually useless. And not even by virtue of attributes, but just on their abilities. If you can compare an innate "Magicka Resist" to Voice of The Emperor, and call "Balance" you have suffered too much trauma to the head, and that you can type, is nothing short of a miracle.
So what if they're similar on creation? All that does is allow players to pick off aesthetics more than which is statistically the best, which is really what the racial choice should boil down to. Hell, the only 'real' differences in race, should be between the Men, Mer and Beasts, because that's actual species boundaries, rather than geographical differentiation.
I'm just at a loss for words. The idea that a character should be defined by lists made in the first 10 minutes of the game, rather than just how you play is preposterous.
The traits in Fallout 1/2 had disadvantages to them, so if anything they were more comparable to Daggerfall's character creation than MW/OB's.
If anything, and the credit goes to someone whose name I unfortunately don't remember for this idea, the attribute/skill advantages each race had in previous TES games should have been a permanent bonus - so that, even with each character at maximum statistics, a Bosmer could have 110 in marksman whilst an Imperial would forever be constrained to 100 points.
Sounds like something I'd say. That always bugged me in both Fallout3-NV and Morrowind/Oblivion that the skill and attribute bonuses were actually meaningless, and in some cases, a detriment, if you're calculating the hard-cap (Without using prison exploit).
I have always wished that the Attribute to skill bonuses in Fallout 3 were on top of the actual skill bonuses. It's about making things meaningful. If they're not meaningful they're redundant, Bethesda just has a bad habit of choosing the "Axe" rather than the "Bridge". Know what I mean? It may seem hypocritical coming off my previous comments without any context, but it's just because I see both sides of the coin. Like Attributes, I don't like that they were cut, but I can understand
why, and the same goes for these birthsigns.