The context was the merging of the blade and blunt skills into a McWeapon skill, so yeah the McWeapon master skill would make the PC equally skilled in daggers, hammers, and flails. :shocking:
Doesn't matter does it? Having the skill at 10 (of 100), and being the only one around that knows it, makes you the highest skilled character around. You don't need to have maxed Goblin, or ancient elven, but having it could enable your PC to understand it where few others ever would. :shrug:
You could have that joke amount of 300 skills, and as you use them some get better while others never advance at all, but the details would be different for every PC you ever played. :shrug:
Have you tried it? You don't really do a lot of stabbing with an axe, and the weight balance (you mentioned) is almost polar opposite.
Do the majority of TES players truly just want a McWeapon, McSpell, and McSneak skill to be used for any and all situations that they can conceivably get away with applying it too? Seriously?
(This is an honest question with no slight intended, would that solution be preferable to anyone?)
Let me ask this then... Why not treat the 280 perks as 280 skills (that work like skills and advance like skills). Most Players will pick the same first seven or eight, but why make it a requirement, why not just ask the player to pick some skills when making their PC? Honestly I don't see a reason to limit how many they pick either; but it just sounds right to me that there should be a small finite number to start with. Why not add skills to the list during play from locations and dialog... Enter a Wizard's tower, and instead of run to his treasure vault, run to his library and read his books ~for new skills?
I don't understand the reasoning (yet) behind the belief that a skill should only exist if it will be used often and/or get maxed out for most players. :shrug:
Where the hell are you getting this McWeapon,McSpell,stuff from?....it really isn't going to work like that.
Just think for a minute.
Mysticism as a skill name is gone,but the spells in that are not gone,they have been moved,so are still there...agree?
If ( whichever way you look at it ) athletics or acrobatics is gone,which they haven't,because we will be able to jump,swim,and we can sprint still,so even though the name/names may have gone the skill hasn't.
You could say this with other skills too.
Example: Say stealth/thievery is a skill that combines sneak and security,the skills are still there just under one banner or new name.
Also in defence of this if they merged them. Lock picking is a stealth skill and to me goes hand in hand with sneak.Because when you are breaking into a house or chest whatever,you want to do that unheard,and unseen,it makes sense.
If you look at it like this we haven't lost any skills at all....your just seeing the number 18,but i see that number 18 as an illusion.
Then take into account ranks,and perks,the combinations of things/direction you take with your PC is huge.....surely you can see this my friend
Also one handed makes sense too. Your one handed skill goes up ok,and at the beginning you will be ok,with mace,axe,sword,dagger etc.But then as you get higher,you get to specialize.
Say you pick sword,you can still be decent with an axe,mace,dagger etc,but by no means an expert or master,because your speciallity is swords,you've in a sense studied that more,hense...
making you better,more knowledgeable with it.But because you are good at one handed weapons,your used to the feel of a one handed weapon,thus giving you a little bonus,to other one handed skills,which makes sense...but like i said it will by no means make you a jack of all trades.
I really hope you understand what i'm getting at,look at the bigger picture.
Each to their own,but thats the way i see it.....it's miles better in my opinion.