Hey there community, My name is Khivas, Imperial Templar and I uh, I've been reading a number of forum threads and posts detailing what is wrong with the game and what can be done to fix it. That being said, I would like to make a thread that is a collection of such things in a calm, respectful manner for the heads of Zenimax Online Studios to look at. I would ask that you all post here nicely, do not flame, and only either: Link to other threads of this nature that say "Holy crap this is broken please fix" or list in your own respectful, proofread format of what you think is broken and needs to be fixed.
Then share the everliving hell out of this thread.
Why? So ZoS can look at it and know what's going on in their game and realize real friggun fast that it's dying because of their inaction, and they need to step it up and get with the program asap if they want this game to remain an actual success.
To start, I will list the skills in my current employment as a Templar of my particular build, and other issues involving weapon and armor skills, both passive and active.
Starting with.....
Restoring Spirit- Simple fix, but one that would fix the class immensely, and I've thought about this one. Make it do two things; All Dawn's Wrath Abilities restore 2/4% of your Magicka over 5 Seconds, and all uses of Stamina being spent restore 2/4% of the Stamina used up immediately to your Magicka. This will fix pretty much every issue with the Templar's mana restoration issues if they're a Dawn's Wrath User real fast.
Templar Healing In General - Templar healers need more Magicka regen help period. To help with this, I would think of the idea of replacing/adding into one of the current, early stage passives to make it so that not only is your Magicka Recovery increased by X Amount, but to also have each and every Restoring Light spell return Magicka cast to the user instantly. How much is entirely up to you since I'm bad at math but great at ideas, and this seems like a damn fine idea to me.
Balanced Warrior - This is kind of lame, and you know it. Like, it helps, it's great, but it can do a hell of a lot more without being OP. In fact, just a slight tweak such as the following will probably make it perfect and go a long way to fixing Templar DPS: "Increases Armor and Spell Resistance by 150/300 and All Damage Done by 3/6%"
Backlash - By god make this move Instant cast. That's it, at present it works amazingly well in most situations but it's still lack luster in the sense that it takes too long to cast. In PvE this means going for too long to not hit a target, and in PvP it means anyone with a stick or a bow to throw something at you, or worse yet, a charge move, can instantly knock you out and prevent you from doing anything else. It's bad, so either grossly shorten the cast or make it instant, that is all.
Breath Of Life/Honor The Dead - Stupidly strong heal, which is amazing, even for it's expensive magicka cost. What isn't ok, is that one only restores magicka back if the target is below 50% hp. That should be something the move does by default before it's even morphed, and retained after morphinh. For that, a change to Honor The Dead would make it that it restores an additional 50% magicka if used on a target below 50% hp, thus basically it returns the full spell cost at a delayed rate, which would make it balanced in the sense that the enemy can still kill you or your target within that delayed amount of time.
Spear Shards - Make this move work like any other bolt or arrow spell. Now archaic AoE spell aiming system, that's foolish and weak and bad. Just make it so it aims like any other spell and fires off and stuns anything near the highlighted target. Bam, easiest fix one could imagine, aside from maybe upping the damage slightly, but that's just me.
Biting Jabs/Sweeping Strikes - This one is a tad tricky, but also easy. Restore Biting Jabs to how it was before 1.1.2, BUT make Sweeping Strikes (which I don't believe works anyway) to something differently named, and have it do one singular move with all of the damage up front. In other words, it stops being a channeled spell and instead becomes a single strike that still does what Puncturing Strikes did, but in one hit instead of four. This gives players a choice now, which is good because it's a good choice, something you want to do in your design: Higher Crit chance with Biting Jabs, or faster damage output with the newly renamed and redesigned skill?
Reverse Slash - Move itself is actually ok, I would just like to point out that it seems to be a little unresponsive and lags a bit after using it. Any reason why that is? If it's by design, may I suggest you not do that? Also lower the price of it and it's morphs slightly, but only slightly.
Critical Charge - Make it so all versions interrupt and stun a target, all the other charge moves do if I recall correctly. To that end, make Stampede stun longer and make the enemy more susceptible to damage and Critical Rush deal higher damage plus the bonus from the distance traveled.
Cleave - Simply put, increase the damage of the Base Hit and sliiightly increase the shield on Brawler. The other morph is fine for what it's intended for.
Momentum - Momentum is fine, Forward Momentum is fine-ish, Rally is bad-ish. To make these optimal skills, Forward Momentum should remove the snare and heal you at the end, whereas Rally should work on everybody near you, especially with a name like Rally. Also, overall, make the move do more weapon damage when slotted, however much is up in the air at this point, but something worth it like 3-5% extra.
Arcane Fighter/Weapon Enchants In General - All weapon enchants need to proc immediately when hitting an enemy, WITHOUT a cooldown. That's silly, especially how little damage most enchants do. Recharging is fine, but please, PLEASE make it so that every time a weapon with an enchant hits an enemy it goes off. If you do, simply change Arcane Fighter to have a higher damage output on said weapon enchant. Basially, a free Infused effect.
Two Handed Weapon Passives In General - Increase their overall effectiveness minus what I said for Arcane Fighter. It should all scale with Level/Rank and the weapon you're wielding, to which end only Swords do with the 5% extra damage as well as the free mini . Axes should have much higher bleeds and maces should ignore far more armor. The passive skills are lack luster, which is bad and even with the "Cool Factor" factored in, people are being turned off from this weapon type. Additionally, increase the base damage a 2H weapon does. It'll better offset the lack of speed the weapon gets.
Staff Weapons - Nerf them. I rarely actually vote to do nerfs but these weapons are so far ahead of every single weapon skill and even class skills at that. Don't over nerf it, but being it more in line with the other weapon skills.
Stamina Builds And Other Weapon Skills - Stamina is a more used resource than magicka ever will be. It's used in sprinting, blocking, dodging, and attacking, 2 more things than magicka is used for, each with a more narrowed focus at that. In addition to this, stamina based attacks deal less damage than magicka based ones, further invalidating stamina builds. I cannot express to you how bad this is with mere words alone, so I can only hope you become aware of this on your own. When you do, my advice to this would be to make roll dodging free for the first one, then cost a little more stamina with each roll until the player stops rolling after 5 second. Also, lower the stamina cost of every stamina based move and increase the weapon damage of each weapon skill, with sword and board gaining the larger buff and dual wielding and bows receiving a smaller buff. Also lower the base cost of blocking and sprinting. I believe this will help alleviate many symptoms currently plaguing stamina and weapon builds.
Class Balance In General - To be perfectly honest, do not nerf Dragon Knights or Sorcerers, they're fine as is actually. Instead, make minor adjustments to weapon skills as mentioned above and buff Night Blades and Templars, and I think we'll be fine.
Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!