Well-stated, but I disagree. The thing is, the amount of damage you did with a sword in Oblivion depended less on your Strength than on the weapon's base damage/current health and your character's skill. The way the attributes were utilized in past games does not jibe with the examples people are giving. They were important, sure, but less so than the stats derived from them. It never mattered how smart your character was because Intelligence only determined maximum Magicka, and had a slight influence on the potency of your alchemy. It in no way affected your interaction with other characters as far as speech or trade was concerned, and didn't give you extra options that stupid characters didn't have (e.g. automatically solving a riddle).
Nobody is arguing to have the
exact same system as Oblivion or Morrowind. The point is that attributes had functions in these games that cannot be replaced by perks or H/M/S.
Also, in Morrowind, intelligence would give you options stupid characters didn't have because a certain amount was required to advance in some factions (Telvanni, Blades, Mages Guild, Temple, Aundae Vampire Clan).
Attributes define your character. So can perks.
Attributes increase gradually. So can perks (like in fallout 3, you can level up some specific perks multiple times)
Attributes didn't affect your rank within a faction in Oblivion. Just because there won't be fortify attribute spells anymore doesn't mean there won't be other roughly equivalent spells in the game (like fortify skill). Perks can contribute just as much to modding (if not more) than attributes. Just because perks are more difficult to balance doesn't mean Bethesda shouldn't try. Attributes cannot be used as enchantments, thats what the spells are for, so saying perks cant be used as enchantments is misleading.
Adding levels to perks does not make them gradual. They are still limited.
Yes, attributes didn't affect rank in Oblivion, but in Morrowind. I wanted that back.
Fortify Skill was never that useful because skill effects were capped at 100. That could change, but we have no way of knowing that.
We also don't know anything about modding perks. For all we know it could be very difficult depending on the implementation in the UI.
You enchant items by applying a skill you already learned, like Fortify Attribute. With the reintroduction of the Enchant skill, we have no reason to assume this has changed. There is no known skill like Fortify Perk, which also wouldn't make much sense because you can't increase them gradually.
I still think you are putting too much faith into perks, which we know nearly nothing about.