» Mon Apr 12, 2010 9:32 am
Two Handed weapon styles means you need to evade the arrows, or lure the foolish archer into a bad spot. Archery is much more an "Ambush" style now, as it is seemingly impossible, or very difficult, to moonwalk and fire off hundred of arrows at the same time, so if the Two-handed fighter gets in range, you'd better have a plan B.
As for the Damage of Two-handed weapons in Oblivion, even when used against the player, they weren't particularly bad, but the overwhelming DPS advantage of Short swords(in particular), and the lack of distinct weapon characteristics meant that you basically wanted to choose the weapon type with the most theoretical DPS.
That's one of my biggest fears/hopes for Skyrim. With the improved emphasis on capturing the kinetic feeling of melee fighting, if they botch creating weapons that feel each distinct, but more-or-less equal, it'll really sour the experience. So far what I've seen is good. Daggers being used as Extreme one-shot stealth weapons, Swords occasionally scoring "Organ shots" (critical hits), Mace impacts ignoring a portion of the armor rating of an enemy, and axes causing bleeding lacerations all seem like a step in the right direction. But data-based attributes can only go so far, each weapon needs to "feel" different.
Morrowind had some good ideas in it. If you take the time to dive into the construction set, you see occasional glimpes of attempts to make the weapon choices meaningful. Swords allow you to have the advantage of a shield, but wind up being one of the lowest DPS weapons. Short swords have a low max damage threshold, but swing fast. Great Axes are relatively slow, but on a full-draw are extremely powerful, and Claymores sacrifice the shield, to gain a significant boost in both swing speed and damage potential.