The important thing here, IMHO is - will they have different gameplay feel? And IMHO damage over time versus increased criticals are different enough to feel differently and play differently. Ditto, something that I wanted since forever - stealth attack multiplier for daggers that allows one-hit sneaky kills with them. Yes, it is "only" increased damage, but there is no doubt that daggers will play very differently from MW and OB now.
I am interested to see the purported bonus for daggers in action, and yes - that could be a notable, and game-enhancing, addition.
The best "stealth weapon" in OB was a dai-katana for Pete's sake!
No it wasn't. Two-handed weapons don't get a sneak attack bonus.
Invest in stamina and use sprint?
That's something any character can do. A lightly armored character, under the previous system, gained a speed advantage automatically, solely by wearing less armor and thereby having less encumbrance. My lightly armored to unarmored warriors don't have a speed advantage because I chose that perk when the perk fairy visited in the night, but simply because they're lightly- or unarmored.
Also, I am sure that encumbrance will play it's role again.
I'm not. There might be some sort of wholly artificial system laid on top that sort of manages to sort of take the place of strength-based encumbrance, but since strength doesn't exist in the game and it's therefore going to have to be determined via perks, it's going to be open to anyone. Slap a few perks on him, and my Bosmer tank is going to have the same movement speed as my unarmored Khajiit. And for that matter, there's a very real possibility that they're going to have the same movement speed no matter what, from the beginning - that movement speed will be fixed. Nonetheless, even if there are variations in movement speed, since they'll have to be tied to perks, they'll be wholly artificial. My lightly armored character is not going to be able to move faster simply by dint of lugging around less armor - instead he'll only be able to move faster if I pick one of the "move faster" perks. And as if that's not enough, there's a very real possibility that if such perks exist at all, they'll be tied to armor skill, meaning that my heavy armor tank will be the one who will be able to qualify for and take movement speed perks instead of my unarmored fighter. That's completely, 100% backwards.
Anyway, the big advantage of a character deeply invested in weapons is that he can always use the best weapon at hand with maximum efficiency. A character that invested in one-handed weapons skill only wouldn't benefit much from finding a daedric dai-katana and for one who only picked sword-related perks switching their dwarven sword for a daedric axe would not be much of a gain. Your character will always benefit to the max from every good weapon he finds. Choices and consequences, right?
This is directly contrary to the system as outlined. The system rewards specialization, and specialization will be in individual weapons, not simply in broad categories. Beyond that, you seem to be contradicting yourself. Choices and consequences means that, for instance, your character specializes in swords and really can't gain much or anything if swapping a dwarven sword for a daedric axe. Under the new system, it appears that it will be even less likely that he'll be able to so gain - not more. And I don't see that as a problem.
But they are not. In the previous TES games except partly for DF, specialist characters were severely gimped.
The one has nothing at all to do with the other. Presuming, for the sake of argument, that specialist characters were "severely gimped" in past titles (an assertion that's arguably true, but that I just don't want to get into), that has NO bearing at all on whether generalists will be gimped in Skryim. None. The two points are entirely separate.
Doesn't it occur to you that the _only_ way specialized characters can overcome the same challenges as the generalists is to have these advantages? The generalist is very flexible and can always have an optimal skill for the situation. The specialist doesn't - which is why their abilities have to be powerful enough to overcome a challenge even when they aren't optimal for it. It is impossible to properly balance a game where master of all trades exists. Either it will be laughably easy for certain types of characters or unreasonably difficult for others.
Certainly specialists should have advantages. I never said or even implied otherwise. I clearly stated that my concern is that Beth is moving in the opposite direction - that rather than rewarding specialists and leaving generalists at least the advantage of having more skills to fall back on, making the two approaches roughly equal in the long run, they're deliberately setting about
punishing generalists - taking away the advantage that they might otherwise have that would serve to make either approach viable and instead setting it up so that specialist is the ONLY viable approach. That's simply swapping one unbalanced design for the opposing unbalanced design. If the problem in the past was that generalists could become more powerful than specialists, then the obvious solution is to rearrange the game balance so that, in the long run, generalists and specialists can become
equally powerful - each relying on his advantages to compensate for his disadvantages. That doesn't seem to be the way they're moving though - from their rhetoric at least, again, they seem to simply be swapping imbalance in one direction for imbalance in the other.
And BTW, I don't understand the notion that all warriors will be the same in Skyrim either,
That's not actually what I said.
when we have the choice between one-handed and board, dual-wielding and two-handed weapons, with various perks that would allow for further specialization. Further there is a choice between heavy and light armor with attendant perks, using or not using a bow for ranged attacks, and health (hps, encumbrance?) versus stamina (special attacks, speed).
Certainly. My point, from the beginning, was that it would seem to me that with a total of 280 available perks isn't enough to provide enough different combinations of perks. As I said in my last - that if one were to decide, for instance, on a character with light armor, a one-handed sword and a shield, then to go through and eliminate all the perks that wouldn't apply - all the perks for other weapon types and other armor types and such - what one is going to be left with is a total number of useable perks that potentially won't be much greater than 50, meaning that a character of that particular type and another character of that particular type are actually going to end up very similar, in spite of a deceptively large total of 50 chosen perks.