Avran_Sylt wrote: »40K DPS parse on a Humanoid Skeleton. Optimized, but not completely.https://youtu.be/-zZVQTBqC6c
AmericanSpy wrote: »Thanks for giving WW the look over it desperately needed.
I think the largest remaining concern for WW is still ability costs. It appears as though these were not adjusted due to the WW heavy attack bonus for resource Regen, however I would prefer to see the numbers decreased even if at the cost of the heavy attack bonus. These costs truly destroy viable PVE end content roatations. Even a flat 250-500 Stam reduction across the board is helpful.
Additionally the beserker morph was untouched, the only glaring weakness I see is the loss of bleed when using HA. I believe in order to keep berserker on par with the new pack leader changes, they should gain the increase bleed damage AND apply it on HA.
For changes:
The howl syngery I feel is slightly under performing considering it locks the user into LA for 5 seconds(decent for WW, trash for any non WW group members activating it(which costs them DPS)). I wish there was an attack speed bonus attached for the duration(similar to the new blood moon set and the old WW bonus) Alternatively it could apply "5 stacks" of empower instead of duration allowing players to continue their rotations.
Roar: I did not like losing Maj Brutality from this skill. With the move to Hircines bounty we lost duration of the skill and changed it's resource pool. This should be reverted. With one roar morph applying Maj Brutality and the other Major Fracture.
Hircines Bounty: The loss of WW unique 10% wep dmg from this was pretty devastating to most of my builds costing me between 400-700 wep dmg, which is more than losing a 5 piece bonus. This I think should be reverted( OR replaced with and additional 2-7% being applied with the Savage passive (buffed from 18% to 20-25%) The change to scaling was good. I would prefer the return of the HOT rather than the additional 7% of the fortitude morph.
I feel the changes that were made ultimately didn't make choosing morphs any harder. WW remains mostly a 1 morph build for most players. I feel the essence of WW is about great sacrifice for great power, but half the morphs are weak. Roar is by far the weakest at this point(the morphs not the base ability).
Thanks again,
Hircine
Avran_Sylt wrote: »@ruikkarikun
Sorc is going to be the go-to class for DPS. (5% increase in physical Damage, Implosion Execute Passive).
Orc is going to be the go-to class for DPS (4% melee damage increase, 6% Max-stam)
(Khajiit might also work, with the 8% Physical Crit increase, but it has no other DPS bonuses)
But that's only if you're a Min-Maxer focused on damage.
Avran_Sylt wrote: »@rstas
-Light attack seems to be the same speed as before (it might not be queuing properly though, meaning spamming is more necessary, I need to check that once the PTS is back up)
-Stun can be obtained via Off-Balance + HA from current Ferocious roar. (The WW HA might need to be looked at and tweaked though. IE making it undodgeable conal AoE)
-Physical Weapon expert I'm fairly certain effects WW LA. (unless something broke this patch for a niche weapon combination)
-No 'class' has a dedicated tree in CP. (there are general buffs that classes may take more use of than others though).
@Qbiken
I only mentioned implosion because they were asking about PvE WW. In which case it's only a net bonus.
Avran_Sylt wrote: »@ruikkarikun
Sorc is going to be the go-to class for PvE DPS. (5% increase in physical Damage, Implosion Execute Passive).
Orc is going to be the go-to race for DPS (4% melee damage increase, 6% Max-stam)
(Khajiit might also work, with the 8% Physical Crit increase, but it has no other DPS bonuses)
But that's only if you're a Min-Maxer focused on damage.
Terra_Soul wrote: »I am aware that this is my first (I think) forum post I have ever made but please at least give it a read. This is mostly PvE focused as I have little PvP experience, but I would like to share a wall of text that is my two cents regarding WW changes.
Likes:
I appreciate the new Devour overall. I find it easier to target corpses and the channel is a great QoL improvement!
Overall, the ability to resurrect others and use synergies is a much appreciated addition.
The changed animations look a ton better.
I appreciate the effort to fix bugs with the Dire Wolves. It is not perfect, but it is a great start!
6 Target fear? Sign me up!
Mixed:
The changes to the heal work better for me personally as I have managed to exist as a WW player without Pelinal's, however, I can understand arguments against it.
The changes to buff placement give me mixed feelings. We lost our minor brutality in the shift for major fracture on enemies that are feared, CC immune mobs or bosses make this pointless at times (see suggestions).
Blood Rage is an interesting change, It makes DPS WW's easier to play in dungeons, but as a solo/tank I kind of miss the time on taking damage aspect, with better usage of DOTs I can see it possibly being better the way it is on PTS but it will take some getting used to.
Dislikes:
I miss the stun on the Howl ability, why was this removed? I understand the snare/defile crackdown, but this is neither, can a dev or more experienced player give me a why?
In a similar thread, why did we lose Off Balance/Stun from Roar/Pounce?
What I would like to see:
Update to the WW skin, I personally even liked it better back in beta. It doesn't need to be the hulking WWs but an update would be nice.
I would love to see a taunt in some form. My recommendation would be a morph of the Howl ability since it lost its stun. This would allow an option for tanking while not having DPS WWs accidentally taunt via a heavy attack or something of the sort.
Major Fracture should be applied to targets on every cast, not just those that have suffered from a fear effect. Targets that got CC'd by other sources and are currently immune to CC or bosses who cant be CC'd at all should still be affected by Major Fracture in my opinion. It would give WWs a possible reason to use it in boss fights.
A change in the Warden Passives to get a little something extra in WW form would be wonderful.
Possibly a double-edged sword for being a Werewolf in the passives like a vampire. Make it so being a Werewolf means something if you don't happen to be in form/have the ability slotted. Something like moving the 15% stamina regen slot bonus and the vulnerability to poison outside of Werewolf form.
Pipe Dreams:
Toggleable Werewolf mode. I am sure people who are smarter than me can say why it is a Good/Bad/Indifferent idea.
Different Therianthropic(A term for all were-creatures) skins. Lore wise, different races turned into different were-beasts, and there were regional strains of what creature the afflicted would turn into. Bears, Boars, Crocodiles, and Lions to name a few.
Edit: Werewolf will loose form between two keeps, but that not the end of the world.
Avran_Sylt wrote: »(Pounce) Shift the AoE and Timer Increase to the Base Skill.
(Brutal Pounce) Increase AoE damage to equal Target Damage and add a 4s 30% AoE Snare
(Feral Pounce) Clear Snares and Grant Major Expedition for 4s
AmericanSpy wrote: »Another QoL or ease of use change that I think should be made is for inactive passives when transformed:
Option 1: When Lycanthropy passive is active - Mousing over a passive that will NOT be applied in WW form, the tool tip will display an additional message *Not active during WW transformation*
Option 2: When Lycanthropy passive is active - Mousing over a passive that will NOT be applied in WW form, the tool tip will be displayed as grey'd out
I believe this will greatly increase the ease of use for new players trying werewolf builds. The only other way to determine if a passive is active while transformed is to do extensive dummy testing which greatly increases the difficulty of entry for most players.
This could also be applied to the champion system as certain champion points do not clearly state if they will continue to be applied while in form.
*What I think REALLY should happen? Don't lock out passives, it's confusing and quite frankly lazy. Balance werewolf WITH the passives.
AmericanSpy wrote: »Another QoL or ease of use change that I think should be made is for inactive passives when transformed:
Option 1: When Lycanthropy passive is active - Mousing over a passive that will NOT be applied in WW form, the tool tip will display an additional message *Not active during WW transformation*
Option 2: When Lycanthropy passive is active - Mousing over a passive that will NOT be applied in WW form, the tool tip will be displayed as grey'd out
I believe this will greatly increase the ease of use for new players trying werewolf builds. The only other way to determine if a passive is active while transformed is to do extensive dummy testing which greatly increases the difficulty of entry for most players.
This could also be applied to the champion system as certain champion points do not clearly state if they will continue to be applied while in form.
*What I think REALLY should happen? Don't lock out passives, it's confusing and quite frankly lazy. Balance werewolf WITH the passives.
What passives are you being locked out of in particular?
Addedknight wrote: »Is it anyway for werewolves to get expert hunter when they transformed due to their heightened hearing and smelling they should be able to sense invisible enemies around them
AmericanSpy wrote: »@Chrlynsch
Weapon ability passives and some armor armor passives.
I understand for "lore friendly" reasons why some of these passives are blocked; from a basic player understanding though these are confusing. Players tend to either be; unaware that they are losing these passives, assuming the passives are bugged and not functioning while playing WW, or fully aware which passives are being applied and which are not.Example (blocked):
Weapon bleeds from axes (2H or Dual Wield) no longer apply while transformed.Example (confusing):
Champion Points: Physical Weapon Expert -Increases the damage of your Light and Heavy Attacks with two handed, one hand and shield, dual wield, and bow weapons by [x]% - This DOES affect WW transformation but is confusing as the weapon passives associated with this champion point ARE NOT in affect while transformed