1) The lack of depth is a huge problem. I'm going to use dark souls as an example. In that game if i get a zweihander and get used to it, I'll have a good idea of its range. After a while i'll be able to hit enemies from pretty much max range because i have a good idea of how wide my swings are. In Skyrim if i want to find my max range i have to find it each time by using light attacks and moving closer until i hit. It makes the combat very.. unimmersive.Scars Unseen said:Going to have to agree with Scow. I've never had any of the problems you're talking about(or in some cases, just don't agree that they're problems).
1. Never had this problem, and I can't see how anyone would after having spent any amount of time learning the game. Unless all you do is walk into range and spam LMB.
2. I've never understood why people think that you should be able to hit multiple enemies with a single blow. These aren't lightsabers. Any contact effective enough cause damage is going to rob your attack of force. Multihitting is a video game conceit that I associate with games aiming for an arcade feel. Skyrim is not one those.
3. Yeah, I could do without stunlock. Staggers? Sure, but nothing that lasts more than a brief moment. That said, I'd prefer if the AI was smarter about defense and opening exploitation for the very reason you profess to want stuns. So I guess this one is more an issue of us having different ideas about achieving the same result.
4. This one I don't get at all. When Skyrim came out, one of my complaints was that dual-wielding didn't allow for blocking. The most common response I got was that it was a trivial complaint because dodging is so easy. I haven't run across enemies turning into my movement to prevent a side step(though I usually just parry), so I wonder if one or the other of us is running a mod that affects that portion of enemy AI. *shrug* Also, while I don't share Scow's dislike of the Dark Souls dodge system(and those enemies really will turn to catch you if you don't time your dodge correctly), I wouldn't want to see a dodge gimmick in TES anymore than I would want locked targeting with circle strafe.
2) Like i said to scow, it's not about hitting multiple enemies, it's that if you fight only one enemy and you aim to the side you won't hit, even if your animation shows it. It's the same system half-life and team fortress 2 have, where you're basically firing a short ranged bullet when you swing.
3) The problem is that without a bit of stunlocking the game becomes more chaotic. If i hit an enemy with a large hammer i expect them to topple over at least a little. If i go in swinging that hammer (and let's say that the enemy has a hammer too so i can't outrange them), it turns into a wow-style game, where it's about who has the best stats. I remember one enemy in the game i met (because he's one of the two encounters that i felt was actually unfair). He was a bandit chief in some camp in western skyrim. He could kill me in 1 shot with his hammer (he did so 3 times), and there was nothing i could do about it. He always hit me, and if i managed to dodge back and counterattack he would hit me again by the time i did the counterattack. In the end i just went for a sneak attack and then managed to luck out when it didn't kill him and we still had to fight.
4) I never managed to dodge. The enemy attacks usually followed me and the only thing i could do was try to jump back which had mixed results. I used dual swords and the reason they work is because they do massive damage. I was able to kill most enemies really quickly and took minimal damage from them, but i still wasn't able to dodge. I'm not saying this game needs a dodge roll (though the acrobatics dodge in oblivion was cool), I'm saying the lack of a reliable way to stop their attacks and counterattack really takes away the depth from the combat.