This discussion is in attempts to solve the stagnant problems of how combat feels after a few hours of gameplay in any of the elder scrolls games (I have been playing since Morrowind):
step one: stumble upon a foe
step two: (melee) run up to foe and strike, (magic) cast
Step three: If Foe still living, then go to step two
The only variations of combat and effectiveness depend entirely on the Perk choices you made, in attempts to spice up your play style. For example, sword and shield users can pump points into one-handed and Shield, for extended functionality with each of these combat proficiencies. Shield gets a better bash, even the power to knock an opponent down, whereas one-handed soon enough gets the awesome ability to luckily hack your foes head off in a single blow.
Health, Stamina, and Magica = 3 resource pools
in future games, why not have the ability to unlock extended features that allow for better use of additional combat "moves" (later to be described) that would be based on allocatable points that you receive with each level up, and then Perk points can be allocated to unlock higher teir abilities.
I have been thinking about this a lot and decided to past from a file where i hve been writing down all my ideas. let me know what you think, and if you feel this would really make combat much better, and more dynamic:
NOTE: There are assumptions here in that imply that Bethesda would bring back more variety to weapon types. I make assumptions on how the game would be in my mind for an Elder Scrolls game and how Combat would be perfect in my mind.
Combat overhaul*********************************
combat needs to be more fluid with added dynamics. for example, if using a medium sized blade, tapping your left click mouse in double patterns would allow rapid strikes in bursts of two, governed by your stamina (more to elaborate here too) and make the strikes be animated uniquely to the style of equipment selection/perk progression the player choses:
E.G.
If I choose single handed sword combat, no shield, and I put emphasis on speed, this is an agile build, I want my character to make multiple strikes, utilizing the blade, the butt of the sword, and maybe even add punching with the other free hand as a bonus too.
work athletics as a skill that boosts the utilization of 'stamina' as a n expendable (but regenerating) resource that enhances the dynamics of those that build characters who want to figh with weapons primarily rather than with magic.
in addition, bring back acrobatics, and work this skill into the stamina resource as well. make this extend combat from the ground into the air for more diverse combat, and ways to extend combat possibility.
Another Example:
If I want to be a two handed Blunt weapon combatant, swinging the wepon itself will obviously be slower, but combat is combat, and the person weilding the weapon should be able to utilize their whole body as an instrument of harmony when fighting with the weapon they choose in a distinguished Style (determined by perk allocation and skill level) of our choosing.
Summary:
Combat in previous games has evolved, but in general, the combat in TES has been pretty much the same...
melee = get close, click click click click, target dead, next target, close distance, click click click, and so on.
Stealth = sneak, get into vantage, equip best arrow, loose! hope the target dies in one hit.... if combat proceeds, run, hide, undetected, repeat process except I use poison on my arrow.
Magic = open with fire spell, target is on fire takes extra damge, use ice spell to slow advance of target, cast another fire spell, of crap target still isnt dead, cast rune on ground, cast fire cloak, unrelenting force (assuming skyrim) target flys back and repeat process.
IDEAS: Adding in a few more buttons into the mix for combat would make the game more dynamic, for making timing a key point for a rewarding combat experience. Q and E could be worked into combat for different purposes like utilizing Left and Right hand functions to punch or grab, like after landing a two-handed blow with a war hammer, let go of the handle with the left hand to deliver a mocking punch to further stager the opponent and open a window of opportunity for additional weapon strikes. why not be able to cross-check with the handle of a war hammer? When you knock an opponent down (which you have undoubetly worked hard to do) why not have a more rewarding type of swing when you attack the helpless fetcher sprawled out infront of you?
Conclusion of Combat:
There is much room for improvement as to allow for the expendable resources "stamina" and "Magicka" and even "health" to be resources to improve with perks, unlocking better potential, and allowing these "Resources" to fuel and develop combat types that are MUCH more dymnamic. adding additional buttons into the combat mix will allow for a better flow and dynamic outcomes of battle. adding Athletics and Acrobatics back to the game as skills that can be worked into combat of all types will enhance the sense of commiting to a "Style" and give the feel of combat a sense of versatility and customization.