Templars are clearly the most dominate class in PvP. Wether you judge off playing the game, popular opinion, leaderboards, etc; their dominance is indisputable and this post is not here to debate about it. This post is in regards to reasonable way to tone down the class while keeping them viable.
The biggest thing that feels different when I play a templar is that they don't really have a main weakness. Other classes seem to be missing something (DKs missing an escape, NBs missing defensive ability/self heal, etc). Templars have great Offense with things like Spears and Radiant destruction. Great defense with shield stacking and crazy heals. And great mobility with being able to rez at nearest keep. There class abilities also synergies with each other really well with things like spamming radiant destruction.
One of the major balancing points of any game is to make sure a character or class cannot perform all 3 of these aspects at once. Take League of Legends for example. If a character is mobile, then it's is penalized with lower HP and defenses. Likewise, if a character is has a lot of offense/defense, then it typically isn't mobile. Every other class in this game follows this rule too:
DK:
Yes: Damage, Defence
No: Escape/Mobility
Templar:
Yes: Damage, Defence, can instant rez at nearby keeps when dead (INSTANT MOBILITY)
No:?
NB:
Yes: Damage, Escape/Mobility, can dodge roll for 10 minutes
No: 100% chance at one shot kills
Sorc
Yes: Damage, Defence, Escape/Mobility
No: ability to do squat to anyone stacking nirnhorned traits
Do you see the problem? No other class has anything close to what Templars have in Opportunities to rez at nearby keeps, yet Templars are not penalized in any kind of way for it, they get to instantly teleport more than any other class. Shield stacking is way too strong and Radiant destruction can be spammed way too much without soft caps. This is why 1.6 benefitted Templars so much. Every other class has to balance out either stamina or magika with health, but stats alone make rezzing at nearby keeps irrelevant for Templar. You can keep stacking magika or stamina or health and gain best mobility in game of an instant teleport to a nearby keep and you do it more than any other class. Either radiant destruction need to go completely, or they need to be toned down. Considering having to rez at keeps constantly is unique to Templars it makes sense to leave that be, meaning the best course of action would be to adjust time to ressurect at nearby keeps. My top changes Zenimax could make to tone down Templars are as follows:
1. Make them have a cooldown on resurrecting at nearby keeps.
2. Add a small cast time to radiant destruction so it can't be spammed as easily and there is counterplay to them (interrupting), make all bashes versus radiant destruction work from 30 meters away.
3. Add increasing mana cost per Radiant destruction if cast within x amount of seconds (think Kassadin)
Thoughts?