Wings: 4s, 3 projectiles per person. Bird and shades reflectable. Fix status effect bug. Plate morph removes snares.
Tadaa: Dragon knights actually have something unique and draconic. Nerf for 1v1, buff for outnumbered.
KiraTsukasa wrote: »I would just change the Ardent Flame poison morphs back to fire damage. It's Ardent FLAME, not Ardent Poison.
Warden Cliff hanger
Make it perm summon like sorcs 2 pets
Wings: 4s, 3 projectiles per person. Bird and shades reflectable. Fix status effect bug. Plate morph removes snares.
Tadaa: Dragon knights actually have something unique and draconic. Nerf for 1v1, buff for outnumbered.
You can't reflect something that isn't a projectile. Shades and birds are sentient summons, not projectiles.
Dapper Dinosaur wrote: »I'd change the clannfear to do the same damage the exploding scamp does so that I wouldn't take a massive dps hit for picking the creature I like better.
There's too many changes id like to see to pick just one, but I could pick one for each class/weapon/skill line:
Nightblade - siphoning strikes and morphs
Make the stamina returning morph cost magicka, and vice versa. This would make the. More useful for all roles.
Templar - repentance
Change repentance to no longer consume corpses, but work like the radiant aura morph: applies minor stamina and life steal to nearby enemies on activation.
Dragon knight - igneous weapons
Make this morph a green/poison effect and have it grant major brutality and cause all light and heavy attacks to deal additional poison damage for the duration. This would make it a viable alternative to molten armaments for stamdk.
Sorceror - crystal shard (not the frags morph)
Make this a stamina melee range ability that has the sorc form a crystal fist and punch a target, dealing heavy physical damage to it and nearby enemies.
Warden - swarm
Make growing swarm a ground targeted aoe that damages enemies in the area over 12 seconds, and grows in size and damage every 3 seconds (like a placed hurricane)
Make fetcher infection a stamina ability that deals poison damage over time and up to 300% additional damage to enemies under 50% health, like poison injection does for the bow.
Bow - scatter shot & morphs
Change these to an instant, long range damage ability with one morph dealing physical and the other dealing poison. This should be a stand in weave ability for bows (I.e. a spammable), snipe is fine for burst but is terrible for weaving.
Ice staff - heavy attack
Reduce the cast time for ice staff heavy to 1 second, with reduced damage and resource return as necessary, so that the taunt effect can be more effectively utilized.
Two handed - cleave and morphs
Remove the damage over time component from this ability and make it 100% up front damage. Add the damage over time back to the carve morph (the one that grants ultimate) to make it a better pve dps option.
One handed and shield - shield charge and morphs
Change these from a targeted gap closer to a straight line charge like we see npcs use, knocking down and damaging all enemies in your path. Raise the damage and have shielded assault grant a more powerful damage shield for each enemy hit by the charge.
Dual wield - blade cloak
Increase the frequency of damage with this ability to once per second.
Resto staff - siphon
Make this ability instant cast, and make the quick siphon morph (which makes it instant cast) also apply minor stamina steal.
Werewolf - ultimate and passives
Change werewolf to a permanent toggle, lasting until you die or cancel it. Change all of the passives which effect duration to instead boost damage and survivability while in werewolf form.
Vampire - passive
Remove the skin overlay on vampires for khajiit and argonians. Only eye appearance should be effected (and fangs). This is an aesthetic change only.
Fighters guild - crossbow
The silver leash morph should pull a target to you on a single use, just like chains for dk. This would open up a lot more tanking options for nightblade, templar, and sorc.
The silver shards morph should deal area damage equally to all enemies hit, rather than reduced damage to enemies past the first.
Undaunted - trapping webs and morphs
Should immobilize enemies on impact for 3 seconds, functioning as an area root like talons or gripping shards for other tanks.
Dapper Dinosaur wrote: »I'd change the clannfear to do the same damage the exploding scamp does so that I wouldn't take a massive dps hit for picking the creature I like better.
Templar's Jabs (and unmorphed, and other morph).
I would like to see damn spears gone. Make old good holy blade animation and I'll start to play templar DD's with happiness. My current stamplar redguard cries inside for his "Shehai" with spear form!
ForsakenSin wrote: »
With the Elemental Blockade if you have fire front and lighting back the skill can be used on both bars .. so you can put down fire Elemental Blockade and then front bar put down lighting Elemental Blockade at the same time
its aoe is too small,
its damage too little.
Each class should only have ONE single target ability?
Is that really your argument?
Nightfall12 wrote: »i'd change the sorc twilight
id make that thing tiny…..like invisible.

Dark deal
Make it 1.2 secs instead of 1.4 secs. It's not useable in battles.
Dark deal
Make it 1.2 secs instead of 1.4 secs. It's not useable in battles.
My tooltip says it should take 1.1 seconds... Does it really take 1.4??
The number one thing id change is ele drain. Have it provide major fracture and auto refresh. ONLY when in a house. Also have it provide a synergy when in a house.