For those of you who claim enemies will be too weak without perks, you're forgetting the old standby of adding lots of HP and lots of raw attack power. :whistling:
Health sponges again? Oh well Todd say enemies will be more living, how much enemies can stand for hour under mighty strikes just because of full ass load of Health, but also pick with sword such "Hard Enemy" for half hour will be really boring.
From an implementation standpoint, I could see them going all the way (they could set up templates like "swordsman" that automatically assigns perks per level for NPC enemies), the false difficulty route (above mentioned wall of HP/damage, but no perks), or somewhere in between (NPCs get passive perks like axe bleeding, but no active perk "moves").
Well set up templates like "swordsman" that automatically assigns perks per level for NPC enemies really simple, besides they took classes from player but must left them for NPC, such templates exactly classes but just without division on Major and Minor skills and attributes, even specializations applies so NPC can still have classes for both gameplay and roleplay ways.
Active powers can also work on NPC thats just coding and modders done thats before for Morrowind and Oblivion even without full access to engine logic, devs have it.
Does thats will be hard for them or they will be just lazy again?
I'm praying for the first option of the three.
Health sponges wrong way, and does thats will be more interesting battle actually skilled enemy not just an robot with load of health and damage?