Requiem on top of duel - oh god its heavan.
I have a few questions. Again :D .
* How is it working on higher levels and difficulty settings?
Difficulty settings are nuked by Requiem - they no longer have effect (there are optional .esps to change that).
Higher levels are generally easier, but you can still die very easily and there are hi-level challenges. Even some seemingly low level places got a nasty boost (Valtheim Towers, just Valtheim Towers).
Requiem is the kind of mod where you don't tank. Heavy armour, shield, high skills and lots of HP are very valuable but they still don't allow you to just tank.
Potions are both made more important and gimped. You don't regenerate health naturally (even when resting), so you must rely on potions and spells, but potions arent instantaneous any more, so you can't just go into inventory and reset the health bar.
You also can't change worn items when in combat.
Lastly, game becomes far more build dependent. Many skills only really work if you invest perks into them. Security? Without perks you just can't open locks no matter how good you're at minigame - the actual sweet spot just doesn't exist when fiddling with the lock although it may appear that you're getting close - and opening more difficult locks requires more points put into right perks. Heavy armour? It's protective but without at least the first perk it will drain your stamina just by being worn, and then you have to sink perks in it to remove movement, stamina and casting penalties - without right perks you just can't cast in HA because cost will be in high thousands. Casting skills? All but simplest spells can't be cast without cost reduction from perks, unless you manage to get your magicka ridiculously high. Sneak got both powered up and made insanely hard. Enemies will be on their guard, they will search for you long and effectively and will be tipped of you presence by even slightest noise. Sneak attacks with bows usually just don't occur, you must have high skills and clear shot. OTOH sneak attacks against sleeping targets just kill them (200x damage multiplier) and you can get perks to make all sneak attacks lethal against humanoids and later not only that.
Because I would love a game where I must think about & carefully plan every fight and encounter, or at least do it in appropriately "higher level" ones that would be abundant in game and not an anomalies, regardless of level or items.
Well, if you won't plan and aren't good at running away (while zigzagging), you will reload a lot. When one or two arrows can off you (assuming you don't have heavy/good armour) attacking bandit camp in a way that doesn't subject you to a rain of arrows suddenly becomes important.
And then casters.
Casters murder you in Requiem.
A tutorial video for dealing with casters in requiem:
* How do you imagine it would work with custom spells like Apocalypse or DLCs like Dragonborn (in terms of custom enemies, weapons, abilities etc.)?
I wouldn't expect problems from DB, but would stay away from custom spell mods. Requiem alone adds tons of custom spells and makes exisiting spellcasting just ground shattering at high levels.
Master level spells include stuff like teleportation (mark & recall as well as line of sight teleport), disintegrating enemies into pile of goo, making enemies commit suicide via mind control, teleporting someone's heart out of them, TK grabbging pretty much anything, and ordinary nuke grade fiery explosions.
OTOH without putting several perks into magic schools and religiously pumping magicka each level you won't even cast spells gatekeeper girl wants you to at CoW.
Morrowind really isn't that much better in terms of quest design. The rules are slightly more open and there is no quest compass but the vast majority of quests in the game are still just basic fetch/kill types. Elder Scrolls has always been about giving you a set of RPG mechanics to play with in a big world, not about deep quests with tons of options and C&C or anything like that. The real problem with Skyrim isn't writing or world design or depth of quests, it's that the ones that are there generally don't make a lot of sense plot-wise and/or have really weird disproportionate rewards to what you're doing (thanks to level scaling) - and then that the RPG mechanics they do give you are dumbed down and simplified compared to past games.
Morrowind might not be too different in terms of individual quests, however:
1. Less hoops to jump through. Morrowind quests aren't as scripted so whatever let's you achieve quest goal goes, allowing for much lateral thinking and creativity.
2. High level structure of quests is different. Quests often havem ultiple entry points, tie into one another and are interconnected with wide network of hints and relations. You may get sent by Legion to retrieve a legendary artifact and kill traitor who stole it, but you might just as well stumble onto it when going on a quest to steal an unrelated item from an unrelated legion-affiliated person which will make you got through the same location but from opposite direction. Or you may just find it when sent by corrupt branch of Fighter Guild to kill a legion official who messed with Cammonna Tong.