I was just wondering because throughout my play of Morrowind and Oblivion I've never wanted to start over so much. I have yet to play through the main quest, I've divided some guild quests among my characters and I already have around 4 characters about level 30 and I'm thinking about two or three more that I could do. So does the new perk system add to the replay value?
Let the flame wars begin!
I think it can add to replay value because you cannot get all perks.
But then again, the perks are not "unique" enough to have a different gameplay.
What's the difference between all perks in one-handed skill and two-handed skill? Both of them seem to do similar things. Axes cause more bleeding, swords have more critical damage, maces ignore armor. Backwards power attack can paralyze. Two-handed weapons just do more damage. They should have added perks unique to one-handed and two-handed weapons.
What's the difference between light armor and heavy armor perks? Both of them have perks that can completely negate armor weight. Heavy armor can be as weightless as light armor.
Light armor, through unbalanced enchanting/alchemy/blacksmithing, can reach armor cap like heavy armor. So they are about the same, there is almost no difference. This is why there should be balance in the game, otherwise it breaks immersion.
Now the sneak tree is very unique. Your entire playstyle revolves around one-shotting people most of the time, but requires that you remain undetected. But they should have made your sneak attack multiplier bigger the higher your sneak skill is.
The block tree is also very cool. The last perk, which can stun people if you run into people with your shield raised, sounds very cool. Block can also reduce magic damage.
The key to replay-ability here is that you cannot do everything on your first try, and there must be a different enough play-style to warrant replaying. But unfortunately, imbalances are threatening it.