Copied from another thread in the general forum I responded to:
-Change the 20% stamina reduction cost in each weapon skill tree to the following:
Two Handed: Balanced Blade
Reduces the cost of all stamina abilities by 10/20% while wielding a two handed weapon.
One Handed & Shield: Fortress
Reduces the cost of blocking by 15/30% and the cost of all stamina abilities while wielding a one handed weapon and shield by 10/20%.
Dual Wield: Controlled Fury
Reduces the cost of all stamina abilities by 10/20% while dual wielding.
Bow: Ranger
Reduces the cost of all stamina abilities by 10/20% while wielding a bow.
-Change the passive "Evocation" in the light armor tree to the following:
Evocation
Increases spell critical strike chance by 1/2/3% per piece of light armor equipped. Current bonus: X%
-Change the following passives in the destruction and restoration staff skill lines:
Destruction Expert (destruction staff)
Current: Restores 3/6 magicka when killing a target with a destruction spell.
New: Reduces the cost of all magicka abilities by 10/20% while wielding a destruction staff.
Absorb (restoration staff)
Current: Blocking spells restores X magicka.
New: Reduces the cost of all magicka abilities by 10/20% while wielding a restoration staff.
-Change inner light and it's morphs to the following (remove crit, as it is now available in the light armor line):
Magelight:
Summons a light that reveals hidden and invisible enemies within 12 meters.
(no more crit, no more magicka reduction, it's a free passive that requires a skill slot)
Radiant Magelight:
Summons a brighter light at the targetted location that reveals hidden and invisible enemies within 20 meters for 30 seconds. Allies in the area take 50% less damage from stealth attacks.
(Instead of floating around you, the ball is cast at an area and reveals a larger area, still provides the defensive bonus. Would be more useful for defending keeps).
Inner Light:
Increases weapon and spell damage by 10%, but reduces max magicka and max stamina by 5%. No longer reveals hidden or invisible enemies.
(no more glowing ball, thus no more stealth detection, this simply works as a damage boost in place of the crit that it once gave).
-Change the following skills in the heavy armor skill line:
Juggernaut:
Increases weapon damage and spell damage by 1% / 2% per piece of heavy armor equipped. Current bonus: X%.
(no longer just a melee damage bonus. This way heavy armor is useful for both stamina and magicka builds, while medium armor is stamina focused and light armor is magicka focused).
-Add the following restrictions to armor active abilities:
Annulment / Dampen Magic / Harness Magicka
Can only be activated if at least 4 pieces of light armor are equipped.
Evasion / Shuffle / Elude
Can only be activated if at least 4 pieces of medium armor are equipped.
Immovable / Immovable Brute / Unstoppable
Can only be activated if at least 4 pieces of heavy armor are equipped.
What these changes will accomplish:
-Light armor no longer provides reduced magicka costs, but instead provides critical for spells, this gives it the same benefits for a magicka build that medium armor gives for stamina builds.
-Stamina reduction passives in melee/bow skill lines will now apply to all stamina abilities, including alliance war and fighter's guild abilities.
-Magicka reduction passives are now gained from the destruction staff and restoration staff skill lines, rather than from light armor.
-Magelight is no longer a 'must have' ability for spell builds, and now becomes equally useful for both stamina and magicka builds.
-Heavy armor becomes equally useful for either stamina/melee focused characters OR magicka focused characters, or better yet hybrid characters. In fact, heavy armor would become the armor type of choice for hybrid builds, while medium armor is more favorable to heavy stamina builds and light armor is more favorable to heavy magicka builds. The changes to juggernaut also allow for heavy armor damage dealers to be effective.
-Players wearing all light armor (or all medium armor) will no longer be able to abuse immovable for the crowd control immunity and armor bonus, and likewise for the light armor and medium armor active abilities.
maybe after all of that is done, actual balancing on the damage/cost values between magicka and stamina abilities can occur.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank