ESO_player123 wrote: »randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.
And why should the lower difficulty players be punished by being forced into a difficulty they did not sign up for?
randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.


spartaxoxo wrote: »One of tbese days ZOS should have a mini fashion contest in this thread lol. Some of y'all are so creative. Like I didn't even think of "What would a Bosmer dance," look like but I think you nailed it @Sumevala
YandereGirlfriend wrote: »Erickson9610 wrote: »YandereGirlfriend wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
Sure, but not at the cost of displacing regular healers.
Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.
It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.
Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.
Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
Part of reason for markings is differentiate the morphs of WW.
Yes, they mentioned this is the stream. My question is why though? Pack leader already has dire wolves so that'sobvious.
Also, I personally never understood the "need to see what other players are using" argument because I'm typically too busy trying not to die to analyze what skill morph another player is using.
Yes pack leader has the dire wolves but they could have been killed and then you wouldn’t know. I get it I’m not paying to much attention to what morphs someone is using but players do think on that
huskandhunger wrote: »Alchimiste1 wrote: »CalamityCat wrote: »I would happily support a nerf if there was adequate information to support it. There isn't. I don't play WW so I have no reason whatsoever to want them OP. Let's see this "OP WW" on a templar base or a NB or necro. Just anything that isn't a sorc or DK where they're clearly performing well as we'd all expect.No, WW itself is still too strong. I could have Pelican on WW and myself on Sorc/DK, both without class masteries, and WW would still be significantly stronger.
But I know that most people here wouldn't want to accept that fact either. I can already see the dismissive comments like "It's just a 1v1" or "We don't know how it performs in Cyro/BG/etc". Those were the exact comments used to argue with me when I raised concern about old Sorc and reworked DK being overperforming. It didn't take long for multiple threads to occur after those patches went live, CONFIRMING my concern.
Look I get it, you and many people here want WW to stay as it is, and that's fair. But let's not try to sugarcoat it with balance discussions, as a simple fight on PTS clearly shows otherwise. Just state the blatantly obvious intention that you and many others want WW to overperform for once. That I can understand.
If the WW itself is the problem, rather than the base it's on, it would be over performing on everything. But let's be honest, the issue is with specific combinations + WW. It looks like a couple of builds that create a stronger base and the combination(s) need adjusted. Not a blanket nerf to WW. You're asking for the devs to use a sledgehammer to crack a nut. It's 100% fair for others to ask for genuine proof that the WW deserves it. We aren't just trying to keep WW OP, we're just trying to avoid a completely unnecessary nerf because a few players don't like WW and/or single bar PvP builds.
A static duel is totally different from BGs and Cyro or IC where fights are mobile and the WW can't get the damage done as easily. So yes, some of us are going to mention that difference and be interested in seeing more "realistic" fights. I was in Cyro with my guild last night. Literally all that was said about WW was "I hear werewolves are winning duels now" lol. None of us are remotely worried that a WW ballgroup will appear or that we'll be torn up in IC or BGs. Nobody will be worried unless we see something of concern.
Nobody is asking too much when they want to see the results across a range of examples and situations. It's called making an informed decision. I can't make an informed decision with only a few pieces of information. So if the WW is so so bad, and some of you are that concerned, it's not too much trouble to show different base class builds and more realistic fights.
Why in the heck would you play a nb/templar WW ? Even without the class masteries if you were going to play a WW you picked the class you were going to do it on based on what class passives had the best synergy with WW.
“Just show that you can do the same on this much worse setup people are not going to use” is basically what you are asking.
As a Templar main werewolf player, the Templar side is something I chose when I first started the game because I enjoyed the thematic and fantasy of it. I don't want to play on Dragonknight no matter how powerful they are currently, or a Sorcerer streaking around like a lightning bolt, or a ninja Nightblade.