This is my perspective on what I feel balance needs to evolve into when Morrowind comes out.
Addressing Soft CC spam: One of the most annoying things to have to deal with is someone spamming Soft CCs like Talons, encase, bombard (think it's somewhat fixed), Ice staff destro touch/Heavy attack, and cripple grasp to name a few. People sit there spamming it to no end and unfortunately it has no counters unlike Hard CCs which provide a bit of relief (by no counters I mean immunity for x period when affected by a soft CC).
I feel what should be done is an immunity applied after you're affected by it (not as long as a Hard CC immunity).
Addressing Block casting: Block casting is one thing that really is annoying facing both stamina or magicka users who do this. You can Hard CC them but break frees come and go while depending if you're fighting a Mag user they can still deal a lot of damage while blocking through your hits. Each hit you deal takes off their stamina but with the combination of kiting to recover and applying pressure you can do it to no end. Stamina is no different and depending on the class it can be extremely annoying as one class provides an player based AoE (Sorcerer for those who do not know what I'm eluding to), it will deal pretty good damage as they wail on you block casting while animation canceling their dark deal to regain their stamina.
What I feel should happen
[*] Reduce output damage/healing by X percent while blocking.
[*] or when attempting to attack you will be automatically taken out of block when casting (Tough because animation cancelling requires you to use block once)
[*] A bit harsh but when attacking while blocking cost of each ability is increased by X percent (Tough because animation cancelling requires you to use block once)Remove Bastion and shattering blows: People will probably well definitely be against this the most but I believe these two CPs should be removed entirely. I base this on the non CP as many people know shield stacking is a problem because you still have to fight through the damage shield applied within the 6 second margin (benefits healing ward users a lot). Many players cite that it's costly to maintain that consistently but you do not need to as it's just used to mitigate the damage as you heal to full.
Here's what I feel what should happen.
[*] Shield duration should return back to what it was post nerf
[*] Shields can still be stacked (using more than one shield)
[*] Bastion and shattering blows (shattering blows removed to be fair) should be removed entirely
[*] Apply diminishing returns on the secondary shield applied maybe 50% of the shields value.Make damaging proc set share an internal cool-down: I don't feel that you should potentially have 3 different proc sets hit you all at once as that IMO is insane and definitely not balanced. The nerf to proc sets is fine but to make an example out of the popular class that uses proc sets for ganking i.e. Nightblades; their ultimate incapacitating strike still buffs the proc sets within the time frame it's buff is up. Even without a Nightblade being an example, any class can provide pressure then potentially have all 3 sets proc almost at the same time killing the enemy in front of you.
What I believe should happen.
[*] A cool-down on damaging proc sets which would encourage players to rely more on their class skills or weapon skills rather than armor killing someone.
[*] Proc sets should proc one at a time based on the type of armor. So for example If I wear 2 velidreth 5 widow maker (chest/legs/waist/boots/gloves) and on my weapons I use dual wield viper and 3 piece jewelry viper; Widow will take priority than velidreth, then viper.
Mage's guild Empower should benefit only magic related abilities: I don't see why this isn't a thing but the empowerment provided by mage's light should only apply to magic related abilities not every ability. This has encouraged players to use this while in stealth to proc gank down enemies who don't expect anything to happen. This will make it so you will have to use your class skill or weapon ability to provide empowerment if you're a stamina character as this change benefits magic users.
Remove Healing received CP or change it to it only benefiting healing you receive from allies: Everyone knows that healing is extremely powerful especially those like myself who have access to major mending. I do not understand why healing receive also benefits you if not stacks with you when you have a CP tree that increases the healing you initiate. The class that will hurt the most is us DKs but I'm all about balance and stand by this decision. Healing received CP needs to be removed or changed so you only receive it's benefits from allies healing you, it should not stack giving you even more healing when another CP already provides that buff.
IMO these changes do not disrupt players significantly although those who rely on shields in solo instances like vMSA may need to change strategy. In trials I do not see this affected DPS/Healers/ or Tanks (unless the tank relies on healing themselves with vigor/self heals).
Edited by MaxwellC on March 11, 2017 3:34PM 不動の Steadfast - Unwavering
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