So, there are several skills - ultimate, active and passive that reworks rework and has been for years. Many of which has gotten rework, but are either usuable compared to the past or trash compared to the past version. But many of them has lost their charms that made them iconic and gave them a class identity. However, some still continue to provide class identity but has off balanced game mechincs.
So I request that the devs after this current class rebalance continues to delve into dragonknight and sorcerers for more skills to balance and make iconic. And I don’t want them to just look at the class and say, it’s a dps and this is a burst class. I want them to actually look at individual skills as it’s own identity and how they synergize with other skills - active passive and ultimate.
I’ll use a few simple examples.
Dragon’s Wings were one of its most iconic skilll and it worked, it was expensive and it hard countered a style of combat, making the opponent play smarter and different. But because it give 100% protection, it was considered Over powered and reworked into the pretty weak Wings that it is now. Also, the rework is probably party due to the lack of effort put by the players to adapt facing the dragon. Wings did need a rework because it provided 100% protection and reflected the attack back at full strength and more if you chose the other morph. But the current state of wings cost too much and provides less than the preferable damage reduction or utility for the cost. The damage from the fire balls are nice and every 0.5 sec is nice but doesn’t always happen, especially duels. The other morph reflective plate I believe it is called reworks more rework to make it iconic.
Now, nightblades have cloak. Another iconic skill. The rework for dark cloak has been interesting, and I like it. Great skill for tank, and decent for non-tanks. But I’m open to rework on that as well. Similarly, shadowy disguise is a great skill for all roles, especially pvp (maybe not so much for trials and dungeons). However, cloak like wings has flaws good and bad. Players can be kicked out of invisibility by multiple means to counter the mechanics but the problem is the other skills technically designed to counter cloak are not very viable. Magelight and evil hunter (morphs included) are not reliable for one simple reason, either the range is too small or the cost is too high. I think the cost is fine because it cost about the same as it cost to cloak. But the range is so short that you have to be holding hands with the guy. The fact that detection pots give you significantly more range and duration as well as effectiveness makes those to anti-stealth skills almost useless. Luckily, both of those skills provide utilities from the skill and passive from the skill line which are decent. The other more reliable way of getting players out of stealth is AOEs such as jabs and cleansing ritual. Both of those are particularly good skills and works good to counter cloak. So why should someone use anti-stealth skills such as mage light and evil hunter which has lower range? The only good reason would be that the player trying to return to stealth can not return to stealth for 3 seconds, which is not a long duration and both a positive and a negative. 3 seconds is enough to CC the player but the game is broken and someone placed the ring underneath the stealthjng player. Thus you cannot stun them sometimes. There is that support skill that works similar to magelight and evil hunter, but is also unreliable because the radius is too small for Cyrodil. It works better in the Sewers though.
Anyhow, back to shadowy disguise again, the skill is also a little too strong like wings when it had full counter to projectiles. This part I don’t hear people complain much because they maybe unaware. Before, players could take damage from dots when cloaking and it would break the cloak. That was a bad mechanic and I’m glad it changed. But now cloaking gives 100% damage mitigation from all dots for 3 seconds. That’s an issue, especially because you can cloak right away again. Fortunately, there are ways to make player get out of cloak, but the mechanics as mentioned above are not that reliable most of the time if players use the intended skills for anti cloak. And even if players use skills such as volatile armor to break cloak, nightblades can immidately return to cloak. So yeah, volatile armor wasn’t that useful other than to spot the nightblade location. So it’s not really an anti cloak mechanic. Jabs does wonderful though. Now, I think the damage mitigation shouldn’t be 100% from all dots, instead it reduces the damage while cloaking. Since Dragon Knoghy’s wings worked similarly and now reduces damage from projectiles. Shadowy disguise and the base morph (dark cloak is debatable) should reduce damages from dots by a X% like wings does to balance mechanics. This is also because shadowy disguise provides 100% crit chance on hit within 3 seconds as well. It was over performing when you could get critical heals for 100% chance as well and not use up the 100% crit hit chance when a player healed themself.
The other skill is mistform and it works similar to cloak and wings but is iconic and works differently than both skills. Mostfp doesn’t have 100% reduce but is still extremely powerful and you can be hit while in mistform but you don’t regenerate magicka. Unlike cloak, getting people out of mistform is nearly impossible unles using negates or eating yo their magicka. However, usually players that run mistform are able to sustain the ability for just enough to get out of heated situations. I’d like to say mistform also needs some reworks to balance with other skills but I’m not entirely sure on what should be changed and how it should perform. But I think, these 3 skills - wings, cloak, mist form play a similar role and should be balanced with each other in mind while maintaining their own personality.
Other classes also have skills that play similar roles but that’s a discussion I might add later. But for now, I’d like the devs to look into these few skills mentioned above and rework them to both balance them, make them better and make hem iconic.