User blog comment:LeDaea/On Attribute removal from Skyrim/@comment-58.69.27.93-20130409100139/@comment-7371906-20130412073625

"I disagree. That's all I can say here. I found Oblivion especially to be a failure stat-wise. The Major Skills system did not encourage natural gameplay, it encouraged abuse in order to accelerate or delay leveling by choosing skills that didn't necessarily have anything to do with your character focus. Choosing only skills the player planned to use often was actually detrimental to their development because it would cause them to level too quickly and forfeit significant stat bonuses if they weren't careful,"

And having none encouraged you not to increase your skills you don't need in the game? I humbly disagree and actually the removal of the Main Skills system only forces you to use the skills you don't put perks into or use in order to gain levels to increase the number of perks you would need for the respective trees that you would use because that's what the new system majorly revolves around. In The older system the ones you would pick are the ones that your character would use within combat and out of combat and this would increase you over all level the abuse really comes from the flaws of balance within the skills not from the system them selves most of the leveling glitches were caused on how the skills were structured and how easily they were abused and Skyrim was no exception to this like the telekinesis leveling glitch for alteration, Spamming muffle at any time on your self also increases your Illusion skill rapidly, if you repeatedly soul trap creatures and any creature repeatedly you can watch as your conjuration levels dramatically regardless if you killed them or trapped their soul in a gem, the smiting glitch also still works to some degree up to a point, assaulting quest essential NPC's repeatedly with any weapon or desired spell still gives you skill increases since they cant die, and for the most part if you have extremely large amounts of Septims you can abuse the leveling systems training system by spending your gold on training and leveling on the spot up to ninety on chosen skills which is another non solved issue in the old systems that you can abuse even within the new system of Skyrim but in this system abusing all skills increases your main level's experience making the abuse more potent but in the old system your abuse in level only applies to the skills you have per-selected as your specialization and you would only forfeit significant stat bonuses if you didn't think or pay attention on what you are increasing the leveling system was actually extremely simple because it was for the most part extremely forgiving in game within the game I didn't really have any problems with my characters efficiency in combat regardless of the characters low strength why because the attributes based on attack power only acts as a amplifier for the skill that its complimenting the skill isn't dependent on it.

"Whether or not "progress is made" in Skyrim is debatable depending on whether or not you like the system. Either way, what I meant to say was that in the next game, they can use what they found out with Skyrim to make progress".

the only progress that was made was when they added perk tree system but the removal of Main skills and attributes made the game liner on the terms of specializations stat wise because most combination and most sub type of class that you were to create would have the same traits with very little difference in terms of stats and gameplay style outside of switching to a range or magic gameplay style opposed to a melee example there would be no difference for your two spell swords because over all they would have the same attack speed and the same proficiency in magic the only difference would be how much magicka they have opposed to health and stamina and vice versa for all three ant this would apply for all sub classes that can be made within the game. well for me that's one step up and two steps down and the next game is probably coming out in the next six years anyway maybe they can hone and combine this better opposed to what it is now.

"Issues like difficulty balancing are unrelated to attributes and easily solved by adjusting the game difficulty, which has always been an option in previous games. This is a failure of the developers to adequately balance different playstyles along with the system change, not a problem with the system itself".

I'm not talking about difficulty balancing at all I'm discussing on how the removal of specific attributes have affected play styles the removal of vital attributes used to support the major components of a classes efficiency and regeneration and how the removal of their formal integration makes the game's new system extremely inadequate on how the aspects on how willpower, endurance, agility and speed, work they were very essential to how some classes work and for the most part the ability for you to directly alter this by increasing this yourself has been removed and now Endurance has been split into two instead of just having it as one which would have made more sense on how endurance works in general which is the ability of an organism to exert itself and remain active for a long period of time, as well as its ability to resist, withstand, recover from, and have immunity to trauma, wounds, or fatigue. Agility and speed no longer exists, willpower's ability to regenerate stamina and Magicka only now exists in alchemy, enchantments and one perk that only applies to Magicka regeneration and has the strength equivalency of a Novices Mage robe at the skill required of an adept and strength has been turned into Perks within the one handed and the two handed. I can understand the removal of personality and luck because for the most part they were not very use full attributes but these four essential attributes removed either completely really gives unneeded inconsistencies and that's a problem on the new system itself.