Board Thread:Off Topic/@comment-198.174.0.11-20130910201652/@comment-77.53.70.152-20140311052112

I don't see how adding weaknesses to skills would make the player gain anything. Skills are fundamental to all gameplay and the player should be able to use their skills without unnecessary drawbacks. I'd rather have weaknesses being part of consequences of a deliberate choice in the game. Like how vampires have a weakness to fire and no regeneration in sunlight. Or if certain equipments would drain stats in addition to their primary effect. To become a vampire or use that piece of equipment is then a conscious decision and the player isn't forced to accept a drawback just because they wanted to use a skill.

I also fail to see how adding weaknesses to skills would add any immersion. I actually value immersion in the TES-games more than the actual gameplay, but reintroducing degrading quality and random chance of failure would only make the gameplay more tedious and the result would be an absolute loss of immersion for me.

What I'm trying to say is frustrating game design is always bad game design.

And if this is about some skills being too powerful, then just dial down the effect a notch.