In principle I totally agree, and it's one of the best things about requiem that you can't just steamroll everything and different enemies require different tactics, etc.
Its just that Draugr are such an integral part of Skyrim, with them showing up in many (quest) locations (early quests, too) that not being able to deal with them is a somewhat bigger issue than avoiding e.g. the few mage/necromancer locations until you are strong enough.
Also keep in mind that I'm not saying that Draugr should be made easier - I'm saying that silver weapons should be made easier to acquire, by giving them to some vendors where it makes sense lore-wise (e.g. in Markarth) instead of putting one single hidden findable silver weapon into the game or restrict them to one guild (which you might not want to join for whatever reason and besides there's again no way to know about the Silver Hand unless you have meta-knowledge about the game).
I don't disagree that silver weapons could be purchaseable, but I don't really see the problem here. It's not a showstopper, there are many ways around it, also draugr are in some regards easier than even common bandits (they are dumb, neglect defense, have shit reflexes and are commonly found in places full of nasty, easily triggered traps so you can even do a lot of damage with arrows despite draugr being impervious to them), so unless you face something like the final chamber of BFB (mind you, you start facing dragons afterwards) you aren't truly fucked. Also mind you that some of the draugr dungeons contain dragon priests and those are definitely something you DON'T want to face unprepared.
All in all there are plenty of enemies that require fairly specific counters - vampires with their drain health and frost magic, spiders/chaurus/Falmer and their poisons, wizards with their artillery barrages, dwemer constructs that are for all practical purposes tanks, dragon priests, dragons, hell, even some wildlife. Meanwhile the main threat draugr pose isn't too different from the main threat from bandits - that you can get pincushioned. It's just that you can't pincushion draugr back (ok, you can, it's just that they don't mind).
Also do you often need to face masses of Draugr all alone?
You have to in MQ, but afterwards you start having Dragons swoop down on you, so it's rather charitable to have a beef gate before that.
In Companions questline you have an assistance and start getting copious amounts of silver.
In College you have powerful assistance most of the time and can acquire a lot of scrolls for when you don't - afterwards it gets hard but that's high level stuff anyway.
In TG the one time you need to tackle Draugr you have assistance.
In civil war questline the one time you need to tackle Draugr, you have an assistance.
Sidequests and freeform exploration have you face them more often, but they are easily anticipated and the majority of sidequests have nothing to do with draugr.
If you don't feel like fighting draugr you can always focus on bandits, Forsworn (in fact you can get a decent anti-undead weapon this way), hit'n'run some necromancers without penetrating too deeply (worth considering, because robed humans have pretty much opposite vulnerabilities to draugr and you can find a lot of valuable or useful stuff on mages).
Enchanting kinda works IF you want to level it, spells are viable only for mages - what if you want to use a melee/non-magic using char for once? Without combat magic or self-made enchanted weapons?
Find preenchanted stuff? Make yourself a silver weapon?
Apparently silver weapons are borked as of 1.8.2 and don't add damage against undead so maybe just find a decent semi hi-end weapon?
( if i was hit by the car and couldnt think anymore then maybe )
That's exactly how you sound, actually.
I originally thought your post was copypasta, but from looking at your other posts it seems this is all original content. Well done!
Derpypasta?
Not sure if that's what you want, but VioLens allows you to turn off the cinematic thing.
I would just prefer it to trigger at different point of the attack sequence.
Is ramping up difficulty only merit of Requiem or does it actually adds something?
It makes builds far more meaningful.
It boosts significance of perks through the roof.
It adds tons of spells and some new items.
It removes level scaling.
It forces tactical gameplay (just charging at shit in the usual manner tends to just get you killed before the enemies have time to say "lol, no").
It diversifies challenges making them require different tactics and makes relative level of given challenge very dependent on build and available means to tackle it (meaning that tackling something is often question of "how").
It keeps challenges logical most of the time (for example Draugr don't care about the number of arrows sticking from their dead flesh because they just no longer have juicy vital organs and blood vessels for arrows to pierce)
It ramps up combat lethality for all the combatants (much higher damage, faster projectiles).
It increases importance of defenses and makes straight HP tanking far less viable (much higher armor cap, much stronger armors, better blocking, stagger, interruptions).
It underps the AI.
It underps and diversifies skill trees - light armor skill focuses on mobility rather than defense and also works for unarmored instead of being mirror of heavy, heavy armor offers awesome protection but hampers mobility and spellcasting requiring significant investments to be practical (especially for casters), lockpcking perks actually required to pick locks (you can bash a lot of stuff, though), speechcraft perks for cool stuff like disguise, etc.
It underps skills themselves (magic damage scales with magic skills)
It modifies some content to increase challenge or make it more interesting.
It reduces the burden of inventory management by reducing inventory capacity (meaning you just don't haul eleventy rusty swords and shit encrusted fur armors around looking for buyer, you just take stuff that's light and valuable or really useful).
Anyway:
http://www.reddit.com/r/skyrimrequiem/comments/1uyypt/is_requiem_for_you_a_comparison_with_other/
It's largely a difficulty mod, but instead of introducing bullshit difficulty and HP bloat it's pretty much symmetrical - if an enemy does something to you that feels not even remotely fucking fair, then chances are you can do exact same thing to an enemy unless there is an obvious reason why they should be able to do it but not you (dragon can nom your head because dragon, draugr can ignore arrows because it doesn't have the squishy bits you do, etc.).
Well, if Requiem is like Gord explained, then it's even worse.
It doesn't have scaling, for example. That's a big difference because it allows you to control the shape of your difficulty curve by choosing simply where you go instead of trying to avoid leveling up bad skills.
It's much more natural and much less PITA.
And you don't have to grind mudcrabs. The idea is that at the beginning you're just a regular guy so you have to judge challenges accordingly (for example, see a small bandit camp with 3 bandits - also regular guys - one wearing iron, with 1h weapon and shield, two in furs, one with 2h axe another with bow - can your single regular guy handle them, 1on3 and, if so, how? Do you have heavy armor that should stop the arrows? Maybe you are good enough with the bow yourself to pick off one of the light dudes first - any plans after that? Do you have anything potentially useful like scroll or poison? ) and you work your way up from there.
As for SkyRe I quit it a long time a go when the author started making bullshit arbitrary changes and restrictions. Requiem tries to kill you and make you miserable but it doesn't tell you that you can't do something you technically could.
SkyRe might have nice perks and shit, but it's too much of a scrubfaggotry and modding for modding's sake.
>metagaming
>not getting hit
Mad cuz bad, from the looks of it.
When deep in a large dungeon, you gain several levels
Requiem to the rescue.
Btw, do you prefer to increase health or stamina primarily or both in equal portions?
I like my glass cannons so upping stats that just let me tank moar always makes me wince.
Requiem alleviates it by making health double as strength stat of sort, but I still prefer upping something directly useful.
Currently playing a battlemage build BTW (one of the builds that are highly problematic early on with Requiem).