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Crafting seemed awesome at first, until I realized it took a lot of the enjoyment out of finding cool gear out in the world.
The perk tree seemed cool at first, but not when it meant skill level made zero difference in effectiveness, and attributes were obliterated. You could be at 100 in a skill and it wouldn't matter if you didn't put points into the perks.
The removal of mysticism and the utter disappointment of shouts(most are weak/useless, any that aren't take way too long to cool down, and all shouts share a CD meaning you can't overcome their weaknesses by mixing them.)
Lack of spell crafting also sucked flat out.
Restoration was pretty much neutered because of lack of stats/attributes, and lack of spell crafting, meaning no more self-buffs or heal over time. Playing a paladin that buffs his allies and himself with enhance attribute/skill spells and heal over time spells before battle is just not possible in skyrim.
Lack of durability removed a fun aspect of magic/enchanting gameplay, that being disintegrate armor/weapon, which is really useful as an effective disarm or weaken effect.
Magic actually downgraded completely, going back to morrowind where you have to unequip in-hand items to use spells, meaning you are once again pigeon-holed into either physical or magic playstyles, with no good inbetween since a spell and weapon type style is very weak and has no synergy. Having to pause to swap out spells for weapons and vice-versa for any battlemage or paladin playstyle simply sucks, straight up.
No acrobatics skill is just plain anti-fun.
Enemy diversity is near nonexistent outside of solstheim: almost the whole game is bandits, draugr, and wild animals, with the occasional dragon.
Aside from one of the DLC areas, dungeons are literally just a long linear corridor to the end. You can't get lost in skyrim dungeons, not even for a little bit.
You are railroaded into being the dragonborn, not able to come up with your own destiny or backstory.
Finally, the whole game itself was frankly ugly with its gray-brown color palette and lack of biome diversity. There was either brown tundra or gray snowy mountain, no inbetween. This got fixed somewhat in the SE. Oblivion has swamps, snowy mountains, rolling grassy highlands, thick forests, the deadlands, and the shivering isles.
I've tried to get into skyrim several times, messed with all sorts of mods, and still just can't 'get into it' like I can with Oblivion. It doesn't really feel like an RPG at a mechanical level; it has the look of one, but under the surface it's just a generic adventure open world game like a modern ubisoft assassins creed game.
I have not seriously made pure mage build in that game except mods. I find the spells a bit underwhelming and the fact they don't improve spell damage when you max level. Enchanted weapon is 100x superior. I think in this game you at least can improve spell damage with additions much better.
Who's gonna tell him?
There is an enormous amount of mods that are not currently available for modern Oblivion that I have in Skyrim right now.
So it is like a downgrade for me right now to play Oblivion Remastered, I mean no offense.
I've never even played oblivion before this I was truly just giving my first impressions. I am having a lot more fun since I've kinda got the jist of the gameplay.
The magic system in Oblivion is much simpler . . .
The magic system in Oblivion, where you can make your own spells, is much simpler . . .
Skyrims effects are not all the same. Some schools of magic may be merged but they have definitely expanded the list of possible effects overall. Take destruction as an example. You cannot use destruction in Oblivion to create an ice trap. You cannot sustain a flamethrower-like stream from your hand. Nor is dual casting a thing.
Skyrim's elements also each come with a negative secondary effect to better separate their purposes even when you didn't have a clear elemental advantage. Ice would fatigue and slow down melee pursuers, shock damage would drain the spell reserves of spellcasters, fire was the damage-over-time element.