Please go test your theory by attempting to pick the lock on your neighbor's door with no experience doing so or knowledge about how it's done whatsoever.
-And likewise, one can fail at doing so, just like one would fail if they tried to pick a complex lock without experience. I actually HAVE lockpicked before out of sheer curiousity, and I've found doors I can get into as well as doors I can't quite open and doors I don't even know where to freaking begin with. This idea that I would eventually succeed with the complex locks? It's ridiculous; we're talking days or weeks worth of time and effort and thinking and planning, but Skyrim wants to claim that no, people will overcome it in minutes.
-Yes it does. It's called Fast Shot, Trigger Discipline and Ain't Like that Now.
-Yes, they are, and he's absolutely right. 5 of them are 20% cooler perks, another 6 or 9 add lame effects that BARELY function and once again add more damage, except instead of 20% more damage, they're like .5% more damage and therefore worthless. Go look up the raw numbers on the bleed, armor ignore, and better crits. You'll realize that those perks are a waste of time that makes barely any difference whatsoever in gameplay. The remaining 8 or so perks AGAIN focus on how to deal more damage. IIRC the two-handed has only TWO perks that truly act like perks: one gives you an AOE side-swipe, another gives a backwards attack a paralyze effect. You could also argue the 25% less stamina for power attack one is useful, albeit not very much and it's hardly a unique perk.
If I rubbed a magic lamp and a genie popped out, my very first wish would be for him to stop people from mindlessly quoting Todd Howard without even realizing that what he's saying makes no sense whatsoever, re-using a hot-button word without understanding it's meaning.
No, there are plenty of things Perks cannot do that stats can. For example if you tried to replace Endurance in New Vegas with multiple levels of Life Giver for HP, yknow what the result would be? Terribad game balance, because you'd either have to accomidate for those who opted out of ALL of those perks, thus making the game too simple for those that took all, or you wouldn't bother, thus basically making Life Giver a requirement. It's a sloppy, broad stroke of an attempt at balance that SPECIAL simply does better. SPECIAL, in this case, provides for much, MUCH better game balance. Please count the number of times you've played Skyrim only to be oneshot by the same opponent multiple times, now please compare to how many times that's happened in New Vegas. (excusing certain deathclaws or the Legendary Bloatfly, which are designed to oneshot, of course)
Overall though, the different systems function to increase character customization. How? SPECIAL and traits, only so many can be picked, forcing you to choose consequences as well as benefits. Perks? Perks are pure benefits. If you tried to make New Vegas with the traits as perks, barely anyone would take them. They'd opt for Math Wrath instead of Fast Shot, Piercing Strike instead of Heavy Handed, Strong Back instead of Hoarder, etc etc. If you made SPECIAL fully perkable (which Skyrim did), then everyone ends up being the same god character that can do literally anything. It's worth mentioning that as it stands, you CAN get every perk and everything in Skyrim thanks to their last patch.
And as most of us can see, the result of Todd's ingenius little "redundancy" argument is that every character in Skyrim feels exactly the same. The different dimensions of customization are neccesary to expand the depth of customization, and therefore are hardly redundant. They act as catalysts and amplifiers to their purpose, and when taken out of the equation, the result is but a simplistic, watered down version of the system that once was.
-Right, and as it stands it's impossible to have a muscular character that can't run greater distances or get tired as quick. It's a rather sloppy and broad stat assignment.