What kind of combat changes does Requiem introduce? From what I understand it just makes certain enemies more difficult by increasing their numbers, but I am more interested in technique/moves.
Requiem is total over-haul... So no there isn't any animation changes outside of switching off those glory kills i think.
SkyRe is just nice coat of paint on a turd. SkyRe is just vanilla+
It mostly changes balance of whole game. Descales enemies and puts them into classes. So bandits will always be bandits regardless if you are lvl 10 or 100. Bandits are not low level problem which you can take from start. mid level are zombies and various creatures, high level are vampires and other high level looking creatures. That being said now you can actually kill every one of them ANYTIME. Because loot is not scaled anymore and with enough willpower sooner or later you will get enough equipment to be force to be recon with.
So if you set yourself a target with enough preparation you will be able to deal with it as long as you have idea how to beat it. If you want something from lair of bandits in which everyone has fucking plate armor then you:
- know that those wearing plate armor which is costly aren't noobs. Thus if you don't know how to fight they will make swiis cheese out of you
- instead of taking them head on... maybe try to actually play stealth and leave lair not killing anyone ?
- use traps against those people ?
- use wild animals ?
- endurance war ?
Since loot is unscalled then reward for beating ultra hard places could be actually amazing loot that instantly could put you far above your current power.
Biggest change is in armor. Heavy armor is actual heavy armor. Dudes in heavy armor are really hard to kill and you need to watch out what you are using. Hammers against plate. Swords against light armor etc.
Main quest is no longer something that you can do from start as Requiem doesn't care if you are "ready". So unlike vanilla you need to scout first dungeons to find if they have bandits or vampires. If there are vampires then you just skip it or leave it for later if you are something like lvl10.
At start you are shit at everything and rise to power really feels good in it and by lvl 30-40 you really feel like you achieved something and you are force that can fight with vampires and shit which could kill you in instant when you started game.
If you are pussy then there is liuterally option and you can scale damage done to you or enemies as you want and you can even set to vanilla like numbers. This still will give you all reworked skills, equipment, spells, uniques and so many other changes.
So if you go to dungeon now and you see skeletons you can just drop your bow and get the fuck away because unlike vanilla you won't do shit with arrows against skeletons. But have a hammer and you will roll through them. Zombies ? Silver and fire. Silver axe enchanted with fire is best here.
Poison on spiders ? You wish.
This basically goes for every enemy in requiem.
Heavy armor now is not something you can do from start. You need first invest into stamina and skills and then you are rewarded with ability to wear heavy armor and still be able to swing a stick. Which means that heavy armor specialization is WAAY more expensive than it used to in vanilla but at the same time heavy armor is waaaay better than in vanilla.
Biggest reason why anyone should look into Reqiem is descaled world. That alone fixes one of the biggest problem with Skyrim combat. In vanilla killing a troll for the first time is nothing. If you kill Troll in Reqiem then you feel like champ because Troll strenght (aside from variations) is more or less stable and you can see threshold required to beat it.
notu disu shitto agen
When I used it a few years ago, it did a bunch of stupid crap like putting 30 zombies in one of the starter dungeons, health bloat on enemies, making dragon priests stronger than dragons themselves and a bunch of other spergy crap that our local spergs ate up. "Wew, I am hiding behind rocks from insta-death arrows and zig zaging! such RPG! Such strategy! Git gud n00bs!"
that said, it did make the game more challenging, just in a dumb, annoying, grindy kind of way.
I'd actually be interested in hearing how the author has changed it over the years tho.
Mod doesn't change number of zombies in dungeon you idiot.