Pretty much. Get ready to be told "lol shut up u just wanna make GOD MODE CHARACTERS enchantments are balanced this way". :rolleyes:
The Oblivion system was contrived. To me, soul gems in Daggerfall and Morrowind were rare, powerful artifacts created for only the most advanced magical purposes. I seldom enchanted many things on my own, and to soul trap or behold a soul gem itself always had an air of impressiveness to it. In Oblivion, soul gems are pretty much found everywhere and with them being reduced to mere ammunition they just became a mundane and unfulfilling part of the game to deal with. And less cool-feeling, in some regards. :spotted owl:
I wouldn't mind as much if Cast on Strike items didn't require constant charge. I've always imagined your archetypal magical D&D flaming sword as being self-sustaining. I think if they keep the Oblivion system only staves should really require recharging. Even better would be a compromise between Daggerfall and Morrowind's system.
I used cast on use enchantment a lot I Morrowind, Yes they was overpowered, pretty easy to get higher DPS than any weapon in Fallout 3 except the fatman, Yes I used Azura’s stat a lot in Morrowind, I used the Ebony staff a lot at max enchantment.
I would expected an Morrowind type enchantment recharge as everybody talks about streamlining the game, obviously a game with fewer armor slots than hard core niche RPG like WOW or even Runescape has to be more streamlined than Fable.
Seriously I would see this as the best solution, low level enchants would mostly recharge themselves but the huge ones would require frequently recharge if use more than at special events.
Note that high powered enchanted items in Oblivion did more magic than physical damage, they was primary a magical weapon.