scyphozoa wrote...
This is funny, when was the last time you played on the hardest difficulty without exploiting crafting or leveling? If you exploit the game's crafting to give yourself a weapon with 200000 damage or use the oghma infinium to glitch yourself up to level 81, then yes, you can stomp through the hardest difficulty. But anything short of exploiting, you will not be able to easily stomp through master or legendary difficulty.
I didn't use any exploits when I played. I vaguely knew of the crafting exploit, but I never maxed out my alchemy or enchanting so I couldn't have even done it right if I wanted to. At first I played by using magic in one hand and a weapon in the other, but then I crafted myself a pair of swords with lifestealing on each. I never really had any problems, certainly not anywhere
near the amount of challenge that I would expect from a good RPG.
As for your other comment about preferring reflex-based combat over... well, RPG combat, why not just play an action game? The entire point of RPG systems is that they are not supposed to be based solely on the player's mechanical skill, but rather how she manages the resources available to her within the game. That is a huge part of the genre's definition - they call it 'role-playing' because your character has their own set of skills and strengths apart from your own. This was, at the advent of this IP, a concept that was so central to the essence of its design that I find it maddening now to see people who want to cast it aside.
There are already so many action games out there with shallow, reflex based combat systems. I admit, I like that style of game as well, but they have their place and I wish people would give tactical, deep mechanics a little room to breathe instead of crowding all over every last bastion of unique gameplay mechanics like some horde of impatient, mouth-breathing barbarians. "It's soooo sloooooooowwwww!"

Assassin's Creed, Skyrim... these types of games are at best based solely on reflexes and timing, and at worst ones where you push a button over and over and awesome stuff happens. There isn't anythinking necessary; once you have the timing down you have mastered the entire depth and breadth of the combat system. In action RPGs like Dark Souls, you are at least forced to carefully weigh your risks against your rewards from the way you build your character to every move you make in a boss fight.
That is fun and challenging. What's more, that's an
RPG. There's a reason no one claims that Assassin's Creed or Arkham City are RPGs, and that reason is that when you look objectively at their mechanics they are little more than rhythm games set to on-screen violence.
All that being said, I know that EA will most likely rule in favor of people who want to press buttons at certain times and make cool stuff happen instead of people like me who appreciate action combat but just want RPGs to be RPGs. I also don't mean to be personal, I'm just venting at what I see as the larger tendency of the AAA gaming market to make everything a shallow, homogenized, button-mashing tragedy.