I like how my character in Skyrim is coming along this time.
I play fast and loose with light armor/dual-wielded maces and daggers, also pushing non offensive/defensive stuff like alchemy and sneak up, so my level is high for my overall stats and so are the enemies. I only have a couple of perks in armor... and that's all I CAN have lol. Often I fill that in with strategy, but when I know I can get it done quickly charging in direct, I can/will do that. Often when going through dungeons that are already long without creeping around for hours using my bows/daggers/poisons/invisibility potions... Falmer dens namely... just because they're blind doesn't mean sneaking through those massive ruins doesn't take forever. That or tight concentrations of mid-level enemies.
It's a versatile and effective way to play.
As long as I move quick enough to stay on the offensive, even big head-on conflicts are resolved quickly. The dual maces with dual speed boosting perk and bone-breaker cutting through 25% armor, along with maybe a necklace and ring boosting 1h damage makes for a potent offensive combo, dropping the highest normal enemies in 2-3 power attacks and making bosses doable with a stamina potion or two if I strafe effectively. My smithing is level 60 or so with high-level fortify smithing potions and two pieces of enchanted smithing gear. I took the dwarven perk on the heavy side early, strictly for making use of the abundance of dwemer ingots to cheaply level it - could've saved it for advanced armors or worked towards glass, but I don't need to and it would've taken longer. Maybe at some point I'll switch to heavy armor just to rock that bitchin ebony gear again.
This makes my Elven gear just good enough to weather a small handful of 2h power attacks while still surviving constant arrow chips and the occasional 1h flank. All without any enchantments (I haven't put anything into it - as tempting as the evil triad of alchemy/smithing/enchanting is to break everything with.
)
Meanwhile, being light armor and favoring stamina over health, I can execute many power attacks without stopping and still sprinting. So I really do have to be quick, but that's where my offense also is very strong. I literally run through pummeling the weaker enemies with one-shots (super satisfying with maces hehe.) Clean out shitty bandit camps like nobody's business.
Where there are only a couple mid-level enemies, I flip that over. I have the double-usage poison perk (apply poison once to get 2 poisoned swings) and 6x 1h sneak stab boost (soon to be 15X dagger-only - god-tier perk that will kill almost any enemy with an iron dagger.)
So I drop an invisibility potion, poison a dagger with a lingering damage health paralysis, dispatch the first foe with the sneak/poison and after being detected by the other, hit em with the second poison shot, subduing if not leaving them to die a few seconds after being paralyzed. I mean... once you get alchemy up to lvl 80 with all of the boosting perks it is a VERY powerful poison that can be made from ingredients growable at your Hearthfire stead (canis root, imp stool, mora tapinella) - I think I'm getting 10 seconds of paralysis with 20 points of damage for each second paralyzed, 200 points of damage on top of a completely defenseless enemy is major... think of the power attacks you can stick in a whole 10 seconds. Daggers are great for that because you can cover a lot of distance and pull off a lot of power attacks. Also keep in mind that 200 total damage ignores armor and natural defense completely! It's stupid unfair.
That's why I always exploit the crap out of alchemy. You can get salmon roe (jumping salmon in the river rapids by Riverwood) and histcarp immediately, and by around level 9 you can easily have the Hearthfire plot with the fish hatchery, giving you a huge supply of waterbreathing ingredients - 6 potions every 3 in-game days. You ain't even gotta build much of a house to get the hatchery. Salmon roe is special... it literally makes the waterbreathing potions last 12x longer and be 15x more valuable - meaning just one or two will level you up once...all the way to 100, as they quickly begin to value in the 1000's of septims each as you rapidly-power level and grab yer perks. I don't even have alchemy-boosting gear. Who needs it when I'm already almost to level 100? Annnnyyway.
If there are more or they are spread out, the paralysis poisons are also super-handy for semi-stealthy offensive archery... carrying just 20 gives me 40 highly lethal arrows, each capable of either killing the enemy outright with a sneak blow, or immobilizing them until they die of the creeping poison... or giving me time to execute the sneak-poison double-tap without them ever having a chance to see me (all they see is the sky, being on their backs!) I can stay largely undetected with no sneak perks or gear this way.
Or, if hitting one will give me away to another, I can drop into slow-mo eagle-eye zoom to hit the other with the second paralyzing arrow and chip at them both with 10 whole seconds to work it out, if I ever need to (rare - they usually go down.) It doesn't matter if they detect me at that point - Elven bows/arrows are some of the best and don't require too much in the way of archery skill or perks. And if others elsewhere get a hint in the process, I've just gotta squeeze out the kills in time to drop an invisibility potion and either stay still or pull away. Or re-dip the poison and try for #'s 3-4 with slow-mo (vantage usually isn't good enough, though.) Usually the lingering damage gets them in under 5 seconds - I watch the two die while others nearby angrily bumble over their seized-up bodies trying to figure out what is happening (they are actually autistic - they see an arrow and they look where it hits instead of where it came from - just like how when you point to something, an autistic person might look at your finger instead of what you're pointing at.) Hell... sometimes I let their paralyzed foes bait them and just make a pile as they line-up one by one
This is where I'm at with my ranger-style build right now. Not bad for level 30, I think. Not massively OP, but dynamic and capable. Really not fair, used right. I still get caught up sometimes, though. Going to make that last step to master difficulty very soon. Never legendary, though. That's just tedious.
I gotta say though... I'd forgotten how bad melee follower AI is! Seriously, man... the scripting and animation melee AI's is horrible :/
It's all good until I'm on a quest that sticks me with melee followers and I want to do the first strategy. The others are fun and incredibly practical, but time-consuming for large areas with not much elevation. So I'm right in the mix and I'll see both my health and my opponents is low - with no others in range to flank before I can get my work done. I know for certain that I have PLENTY of time to get the killing blow in and potentially skip popping to the menus for a health potion - I hate doing that. I carry a bunch around, but probably only use one every 3 major runs, unless there's a real boss fight/dragon.
Problem is... when a follower happens to be right behind me (where I can't see,) one of two things happens. First, the wonky collision causes what should be a direct power-attack death blow to the enemy to instead meet my stupid-ass follower, leaving me wide-open while it finishes. The second, even more annoying is when my follower kill-steals me from back there with their cheesy crit animation... which is dickish enough, but what really makes it suck is that MY death blow gets rendered irrelevant the moment their drawn-out animation starts... meanwhile the blow I would've at least staggered is a split-second from landing on me (it isn't often stopped by my follower's kill-move because it's already a couple seconds too late,) so I catch the lethal retort that never would have occurred just to watch my follower slay the enemy right as my character falls to the floor.
Happens way too often for me to think nobody testing the game wouldn't have been driven mad by it. And it's really just a matter of the priorities set in the scripted animations. What it should do is let my kill-swing land, killing the enemy, while letting the follower flail around like they're doing something. It's not a limitation... just an oversight. I dunno... am I the only one this happens to regularly?
I usually prefer magic-using followers for this reason. Serana's awesome just because of that. She will mostly cast ranged spells while I jump into the fray and actually winds up being helpful a lot of the time, without getting me killed once per dungeon! And when she does melee, it's a dagger, so even if she is faster she doesn't have enough range to get between me and the enemy.
My general solution? Drag the melee followers right into the fight and dip out to collect all of the loot in the area while they duke it out with all of the enemies in the room. Hopefully when I'm done it's time to loot all of the enemies. I'll only confront the enemies coming right at me. And as I go along take some potshots with my arrows to steal my follower's kills. And if I happen to accidentally strike my follower with a stray arrow or two, maybe even downing them... oh well!
If I know I'm passing through a lever operated door to a place with a lot of enemies, I lead the follower back a bit and shut the door on them while I charge in, and just pray they don't teleport onto me before I get my kills!
I'mma teach yall some next-level Skyrim combat tricks, here!