Alright, let's take a look at the driving factors in the current meta. Archery and parry. It's pretty obvious that archery is so strong that it dictates the necessity of parry on the majority of mages. So, we've reached the point where it's pretty much unanimously agreed that we should nerf moving shot. That's fine and all, but it doesn't fix the other side of the equation, which is the strength of parry in an era of PvP that allows you to have incredible offense as a focused mage, but also incredible defense with the addition of parry and sometimes even healing.
So, we peel off the layer known as archery, and we're facing the issue of parry. What does parry do exactly to affect the meta? Well, if you play a focused parry mage, you're not lacking in offensive capability, but you almost completely invalidate melee dexers and weapon skill mages, while also being the only mage template that can deal with archery. So, why would anyone play a weapon skill mage that has no significant advantage over parry mages and has a good chance to get destroyed by archers. You don't, and that results in the never ending cycle of parry mages and archers. However, with the nerfing of moving shot, it does start to allow some outplayability for weapon skill mages vs them, but it doesn't really give an incentive to play them because they'll be pretty equal offensively to someone who has insane defense(focus mages).
So, we can ascertain that even though archery is a driving point in the existence of so many parry mage templates, they're both choking out diversity. What do we do though?
I would suggest:
1. Nerfing moving shot to only physical damage. (100% necessary)
2. Remove saving throws. Additionally, cut splintering weapon 'walk' duration in half.
3. Increase SDI cap for non-focused templates to 20. (Necro/mystic/magery)
4. Remove the 10% SDI bonus to mysticism from inscription. (mystic is going to be quite strong with SDI now affecting spell plague)
5. Add parry to the list of disqualifying skills for focused mages.
- This will allow for focused mages to play scribe + alchy for an incredibly strong offense, but insane defense will no longer accompany it.
6. Remove tactics requirement, but
DO NOT include the disqualification from LMC bonus.
7. Allow corpse skin to debuff to 55 fire/poison as long as you have 100+ in necro and spirit speak. Allow jewelry to contribute to this cap. (120 is too much)
8. Increase the bonus damage of concussion for all melee weapons from 10 up to 15. (Lance is currently the only weapon in game that has +15) This will give more value to tactics as a skill, despite removing the requirement for specials. Attaining a certain damage increase + concussion will
circumstantially yield a slightly higher damage special than armor ignore, which is the current standard special move for dealing raw damage in most scenarios. Concussion is essentially useless these days and could use this small buff.
Crossbows do not need this.
9. Nerf super novas by ~7 damage. 10 + 1 for each 10 points of alchemy. 100 alchemy = 20 damage.
10. Tone down the top end damage bonus of spell focusing sashes.
Keep in mind, that many of these changes are codependent.
Hopefully
@Kyronix and
@Bleak can see the light and make this game fun again.