Had the game from start, have seen the game bounce in all directions, here are my current observations (mainly but not exclusively pvp)
Health: if you wanted to see healthpool jump around less in pvp, make health a better deal. Right now its at 1.2 take it back to at least 1.5
Roll dodge: start timer at beginning of dodge not at the end... aka about 3 seconds would be better.
Armor in general: Increase all armor values by 25% take away 5 peice bonuses and make it per peice value. To get rid of the all or nothing feel.
Heavy armor: Constitution should be decreased to a 1 second cool down, sustain while being damaged, but not when out of harms way. Give heavy armor the weapon damage and increased spell power increase chalk it up to extra weight behind swings and channeling resonating the magic let's say 2% per peice. aka it's all in the hips.
Medium armor: take away the weapon damage increase and give them the armor penetration. Reduce sprint cost
Blocking: with heavy armor you gain stats through new constitution to perma block a single target.
Light armor: It's ight. Slightly higher magic resistance. Increase pen slighly.
Justice System: let's get moving on this.
Vampire:
-Mist should break snares, and keep you immune from them and other CC for the duration.
-Poison mist needs a huge increase to damage to deter melee pursuers.
-Drain's heal should do wayyyy more.... 10% of missing health aka 5% is laughable. More like drain restore 50% of missing health every second.
-Undeath makes you un-executable as well as current bonus.
Skill 3: a fear/dot
Skill 4: teleport/illusion
Skill 5: Untoggled appear as human 10% less fire damage/ toggle transform into a true abomination. You loose all regeneration, vampire abilities do 20% more damage and Drain 3% of total health from nearby targets every second and restores stamina and magicka for amount drained. Fighters guild/ fire hits for 20% more damage.
Gap closers: should not lock you in place until enemies connect
Sheilds: Get rid of sheild nerf but allow them to be critted on. Makes health based sheilds more viable again aka templar, dk, and bone sheild.
Fighters guild: only get passives with FG ability slotted. Increase effectiveness/damage of some of the abilities such as circle.
Dots: make dots better by nerfing purge, only remove one DOT per cast including cloak
Nightblades: Character bound Dots no longer pull you from cloak / shadowy cloak only removes one DOT per cast
DKs: Increase whips damage, give us a stamina morph.
Templars: Roll up your sleeves
Sorcs: stamina instant damage frags morph close range.
Werewolf: ... reduce sprint costs. Timer should go away activation cost lowered to 200. Gain buffs savagery and prophecy for devouring 1 min and a short term hot. Heavy attack, a rapid multiple hit cone damage channel.
Seige: perposed changes look good.
Increase damage of inevitable detonation.
Food for thought.
Edit: spelling correction
Edited by Chrlynsch on December 13, 2015 10:58PM Caius
Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
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