In bold is what I would recommend. My recommended changes will make more sense if you have the abilities I talk about below opened up in-game at the respec shrine so you can see both morphs or on a build/wiki website showing both morphs.
Templar:
-Healing Ritual and Morphs: Currently a ball group ability as they are the only ones that can afford to have someone spamming this at all times. Should be reworked to a HoT with a smaller radius that can affect multiple allies and thus reduced cost. One morph gives it a small burst heal and a fraction of the HoT, the other morph maintains the entire HoT and radius and also gives minor courage (a brand new buff 100 spell/100 wp dmg to those affected).
Warden:
-Arctic Wind and Morphs: This ability will no longer scale off max health and will scale off the highest resource/offensive stat. For the stun morph increase the speed of the projectile and make it unblockable/unreflectable but still dodgeable so you can time it with sub assault which is now blockable. For the morph that only healed rework it so that it also stuns as well but deals damage now instead of healing, however, this morph is blockable. Also, revert natures grasp scaling off the highest resource/offensive stat as of PTSv5.0.0 since that is being moved to this ability.
Sorcerer:
-Stamina Morphs/Identity: An ability from the daedric summoning line needs a stamina morph outside of bound armor so they can make use of the resource recovery while slotted passive and not have to double bar bound armaments or atronach. Hurricane gains minor fracture which is consumed once an opponent is hit by 3-ticks of this ability, then applying major fracture to the target(s). Note you do not get both minor and major, as minor is transformed/consumed into major.
Nightblade:
-Path of Darkness and Morphs An interesting ability but why not just give you and allies around you major expedition for X seconds, finally you might see nightblades in group PvP. Of course, we don't want rapids2.0 so maybe limit it to 3-4 targets. Twisting path applies an AoE DoT around the caster and refreshing path applies an AoE HoT around the caster.
-Consuming Darkness and Morphs: An underrated ultimate that needs its ring radius increased from 5m to like 8-9m for both morphs and make the synergy prompt match the new radius.
Dragonknight:
-Molten Weapons and Morphs: 4.2k magicka for just major brut/major sorcery or major sorcery with 50% bonus to heavy attacks is way too expensive. I thought ZeniMax made it clear that they wanted light attacks for damage and heavy attacks for resources. I understand it's an AoE buff, but most people have builds that already give them these buffs and are also easily accessible via potions. Should be reworked so that one morph gives major brutality and minor evasion to only the caster and now costs stamina at a significantly reduced cost. Other morph gives major sorcery and minor endurance to only the caster still costs magicka at a significantly reduced cost.
Restoration Staff:
-Force Siphon and Morphs: Restoration staff should have some sort of ability that deals damage and also heals like an actual siphon. Reworked so that it creates a tether to the target stealing X health from them and healing you for the same X value. Have one morph increase the heal the closer the enemy is and the other snare the enemy so they can't break the tether by moving out of radius too far. For both morphs: while the tether is active on the target, that target is inflicted by minor magickasteal.
Soul Magic:
-Soul Trap and Morphs: Instead of this ability and its morphs being an AoE DoT on the ground, make it so that enemies who walk into the AoE are inflicted by the entire duration of the DoT. Similar to on live, have one morph restore 20% of your max health, and 10% of your max magicka/stamina if the target dies while the DoT was on them, however, the AoE on the ground is limited to 2-4 targets, afterward, it has to be re-cast. The other morph no longer has the heal/resource return on kills, but the AoE on the ground can inflict infinite # of targets over its placement duration.
Fighters Guild:
-Circle of Protection and Morphs: Slightly increase the cost but also increase the radius from 5m to 28m. Both morphs now fear all undead/werewolf/daedra when the circle is cast. One morph gives all allies in the area minor heroism and minor protection. The other morph gives all enemies in the area minor maim and minor defile. Due to the potency this ability has in group play the buffs or debuffs (depending on morph) is limited to 8 people mostly to prevent this being turned into a ball group ability.
Mages Guild:
-Fire Rune and Morphs: Other than trolling people in BG's and instant killing them by placing this in spawn this ability never gets used (which still hasn't been fixed btw). The ability itself is not bad and is pretty unique so just decrease the arming time from 2s to 1.5s similar to trap beast. The base ability and both morphs now have the trigger damage and the small DoT, one morph stuns but can only be placed at your feet. Similar to rearming trap it will rearm itself, however, the second time instead of stunning it will now apply an immobilize. The other morph no longer stuns or rearms itself, instead significantly increases the potency of the DoT, can be placed from 28m range, and can place 2 traps instead of 1.
Hope you liked it, leave feedback and feel free to post your ideas for how these abilities and other abilities can be improved.
Edited by TimeDazzler on May 7, 2019 6:09AM PC NA
Characters:
Aldmeri Dominion Champion - Stamina Warden - AD
Tımë Ðâzzłër - Magicka Nightblade - AD
Ðazzler - Stamina Arcanist - AD
Sugar Deady - Magicka Necromancer - AD
Sprint v X - Stamina Sorcerer - EP
Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
Tımë Ðâzzłêr - Stamina Templar - DC
Time Dazzler - Magicka Warden - DC