Oyster Sauce wrote: ↑ November 22nd, 2024, 19:27In Morrowind, my guy got better at blocking as I spent dozens of hours fighting and training with a shield. In Skyrim, I just blocked whenever I wanted and nothing changed between the tutorial and whenever I stopped playing.
https://en.uesp.net/wiki/Skyrim:BlockVergil wrote: ↑ November 22nd, 2024, 20:28How does your characters skill with a sword and shield progress in Skyrim? Do you block more attacks? Do you wield your sword differently and more efficiently? Oh it just makes number go up so you do a few more points of damage against the damage sponges... I see...
https://en.uesp.net/wiki/Morrowind:Block
Two points to make here.
1) Skyrim is in no way a good implementation of action RPG mechanics, and neither Brother Michael nor Rusty made this argument.
2) These points aren't even true anyways. Blocking in Morrowind is passive, so really it's just a chance % goes up as you increase blocking. Not really riveting in first or third person. Skyrim on the other hand, based on the links above, has experience in blocking allow for a bash, charge, disarm, and increase resistances to elements (when the shield is raised).
But that's beside the point. I do think Morrowind is ruined with 100% hit chance, I've played mods that re-balanced it and all it does is take away from the suspense. Foryn Gilnth is no longer a threat to a mage with the atronach at early levels (for the inexperienced, at least). Completely ruins the danger. Further, I think in an ideal scenario, the Skyrim perks would activate upon doing something skillful, such as a time block/bash.
I think it would be more prudent to compare Morrowind to Gothic. Made in the same era, I think it's a fair comparison. Gothic does have unlockable combos, different sword stances, a timed block, a dodge (no shields though). And as inhospitable Morrowind seems, compared to Gothic it's an old folks home. I think what Gothic does right, that other action games ought to do, is make enemies more lethal. In turn-based (or RTwP) rpgs, monsters at your level don't hit too hard, and have greater health pools. This allows for a drawn-out, tactical game where you're trying to wear down a great beast or selectively wear down an enemy team(this doesn't apply to fodder). Action games should have faster combat, where one slip-up can end you or your enemy quickly. Ergo, neither Oblivion nor Skyrim really make for enjoyable action RPGs.
As for the Roll-to-hit in arpgs? It's an artifact, a compromise. If I can jump around or move freely in battle, what's the point?