What is (hopefully) my final suggestions post before the game is announced!
Concerning Combat:
Melee:
So, how do you deal with damage? I.E. what enemies can dish out. All considered I can think
of 3 ways.
Blocking. That's a skill, and honestly should have more to do with context and timing.
Context as in what you are holding. If you are holding say a shield, well a shield can
block swings from a melee weapon, it can block arrows, it could even block a fireball.
But let's say you're holding a weapon, weilding a sword and dagger? A two handed weapon?
Either way while you can parry a swung sword, parrying an arrow or fireball would be
much harder. Thus, how effective your block, and what you block should depend on what
you have!
Second concerning blocking is timing. Obviously a shield you can just hold up and move to
block a hammer of blows. But a weapon, a weapon is smaller, and harder to block with.
As where timing comes in, timing your block to an enemies swing is in fact what you do when
parrying with an actual sword. It should also work well in TES, if you get it just right you
swing the enemies blade out wide and open them up to a counter attack. Much the same could
be done with a shield.
So, time blocks to swing your opponent wide and open them for a counterattack. Also, no
picking arrows out of the air with your sword (unless maybe you've maxed out block).
Damage sponge:
Now damage sponge is always a class in an rpg. But in TES almost everyone is a damage sponge to one extent or another. Instead I would suggest relegating the "damage sponge" status to those who concentrate on the endurance stat and wearing heavy armor. This makes the status more unique and makes room for the final way.
Dodging!
Assassin's Creed 2 had dodging. Zeno Clash had dodging. So TES can definitely have dodging. Athletics? Acrobatics? Agility? Anyway assuming they finally prevent running backwards at full speed doding should be simple. You just press the "jump" button and a direction that's not forward, then you hop out of the way. It could even involve some extra strategy by say giving enemies a "heavy blow" attack with a certain animation. If you dodge out of the way at the right time during the attack they might stumble forward, off balance and giving you a chance to conk them one.
Melee:
Ok, there's several things to cover here. Remember it has to fit on a control pad! Besides its not like us pc players really want to memorize a hundred buttons either.
Different weapons, different handling:
A short blade can slit someones throat if you sneak up on them, but blocking one with a shield means it's not really going to do any damage to your opponent. Conversely you can't slit someones throat with a giant hammer, but blocking it with a shield is still going to hurt alot.
Same thing goes with dodging, armor, and knocking enemies over. A single handed blade isn't generally going to knock anyone over, a smash with something heavy just might. Differences just based on what type of weapon you are using is something all shooters do, so a melee
system should be no different.
I.E. A dagger will have a high sneak attack multiplier, no chance to knock someone over, is easily defended against by heavy armor or a block, but is fast and hard to dodge away from. A large mace has a low sneak attack multiplier, a good chance of knocking an enemy over, is not affected by a block or armor much, but is slow and easier to dodge away from.
Context:
What are you doing when you press the attack button? If you are sprinting forward your attack will probably be quicker. If you're coming down from a jump you'll have more force and do more damage. If you're dodging or moving backward it probably has less force, but since your retreating you'll probably want to be attacking faster. All of these choices available just based on what you are doing when you attack.
Press, verse Press and Hold
Press, you do a standard attack. Press, hold for a second, and release and you get to take a heavy swing at your opponent. Two attacks with one button!
As you can see this would offer plenty of choices while adding no new buttons whatsoever. Easy to remember, easy to control, and hopefully fun to use.
Ranged:
Again, we can take some things from shooters. Moving while aiming is hard, you'll probably wobble your aim compared to standing still. Timing is also key. We can take a page from Team Fortress 2 and the "Hunstman's Bow" here, as in you'll be most accurate as soon as you pull back the arrow, and lose accuracy the longer you hold it. This, as it turns out, is the same in real archery.
As for what levelling up can do besides increase damage and decrease "aim wobble", it could also increase reload speed, arrow speed, and range. Speaking of which arrows really should go down as they travel. Oh, and of course if you arrow kills your enemy and sticks out into another enemy it should do damage to them as well, because that's just funny.
Finally, why only bows and arrows? Imagine if you could throw any weapon, how far and well you fling it depending on your ranged skill and strength stat. YOu probably don't want to lose your weapon, but it could be useful for finishing off a damaged and fleeing enemy.