huskandhunger wrote: »Since we are making Werewolf Berserker bleed come down from the 4 seconds in PVE to the diminutive 1 second in PVP, could we simply replace this and find something more impactful for damage and thematic for a werewolf that is supposed to go on a rampage please? @ZOS_Kevin 1 second just seems not so noticeable at all I'm a afraid.
The recent nerfs really are missing the mark and I would suggest reverting them or coming up with alternative ideas and going back to the drawing board.
At this point I would rather have the werewolf kit on Live with the visuals and sound effects of the PTS.
This is a failure, werewolf players deserve better.
No hold on, I just thought of something legitimately funny to me.
Imagine a giant dog-like creature with dagger-like claws cuts you, you ~bleed~ for a forkin' singular second, and then you're just good-to-go like it was some sort of minor papercut.
Erickson9610 wrote: »huskandhunger wrote: »Since we are making Werewolf Berserker bleed come down from the 4 seconds in PVE to the diminutive 1 second in PVP, could we simply replace this and find something more impactful for damage and thematic for a werewolf that is supposed to go on a rampage please? @ZOS_Kevin 1 second just seems not so noticeable at all I'm a afraid.
The recent nerfs really are missing the mark and I would suggest reverting them or coming up with alternative ideas and going back to the drawing board.
At this point I would rather have the werewolf kit on Live with the visuals and sound effects of the PTS.
This is a failure, werewolf players deserve better.
No hold on, I just thought of something legitimately funny to me.
Imagine a giant dog-like creature with dagger-like claws cuts you, you ~bleed~ for a forkin' singular second, and then you're just good-to-go like it was some sort of minor papercut.
Maybe the enemy gets infected with lycanthropy and the wounds immediately close as you'd expect with the supernatural regeneration that werewolves have? I think it'd be funny to force enemy players into their Werewolf form if they're a Werewolf in their human form.
YandereGirlfriend wrote: »huskandhunger wrote: »Since we are making Werewolf Berserker bleed come down from the 4 seconds in PVE to the diminutive 1 second in PVP, could we simply replace this and find something more impactful for damage and thematic for a werewolf that is supposed to go on a rampage please? @ZOS_Kevin 1 second just seems not so noticeable at all I'm a afraid.
The recent nerfs really are missing the mark and I would suggest reverting them or coming up with alternative ideas and going back to the drawing board.
At this point I would rather have the werewolf kit on Live with the visuals and sound effects of the PTS.
This is a failure, werewolf players deserve better.
Pretty sure you're just theorycrafting out of pocket here.
Wait for the CMXs and actual data to come in before concluding that something is "dead".
Erickson9610 wrote: »huskandhunger wrote: »Since we are making Werewolf Berserker bleed come down from the 4 seconds in PVE to the diminutive 1 second in PVP, could we simply replace this and find something more impactful for damage and thematic for a werewolf that is supposed to go on a rampage please? @ZOS_Kevin 1 second just seems not so noticeable at all I'm a afraid.
The recent nerfs really are missing the mark and I would suggest reverting them or coming up with alternative ideas and going back to the drawing board.
At this point I would rather have the werewolf kit on Live with the visuals and sound effects of the PTS.
This is a failure, werewolf players deserve better.
No hold on, I just thought of something legitimately funny to me.
Imagine a giant dog-like creature with dagger-like claws cuts you, you ~bleed~ for a forkin' singular second, and then you're just good-to-go like it was some sort of minor papercut.
Maybe the enemy gets infected with lycanthropy and the wounds immediately close as you'd expect with the supernatural regeneration that werewolves have? I think it'd be funny to force enemy players into their Werewolf form if they're a Werewolf in their human form.
Imagine the SHEER difficulty of feeding your bloodlust when the second you touch your prey- they become a full-fledged, regenerative werewolf
luckiestlycan wrote: »Honestly, from what I've seen I honestly don't think werewolf needed to get nerfed so soon, it sounds more like Conservative Energy needed the nerf; I don't want to feel like I have to play a Sorc Werewolf to be an effective Werewolf.
And Rip and Tear getting it's healing brutalized was not desired, like atleast to me, having good self survivability feels incredibly thematic for Werewolf.
Yeah the nerf to Rip and Tear is a shame. I need to test it in the IA but I suspect it's gonna be rough.
Solo PvE werewolves matter too.
I also feel like the main issue wasn't with Rip and Tear being overpowered (i mean, maybe a little, but not this much) but the fact the other morph doesn't have enough going for it to be worth taking.
It's okay. Did you notice they used this as an excuse to say the morph with horrible passives options now 'increases execute scaling' smh.
*I'm simply done wasting my ~virtual~ breath debating, I'm going low effort too, let's gooooo!
YandereGirlfriend wrote: »Pretty sure you're just theorycrafting out of pocket here.
Wait for the CMXs and actual data to come in before concluding that something is "dead".
Can you just not? Like actually just not? You got the equivalent of 'your word'. Haven't you wreaked enough damage with it? Why not use that effort and ~vocal~ prowess to also suggest ways to sidegrade werewolf power elsewhere that they can use it?
Listen to me, they took my berserker dot on live (where EVERYONE agrees werewolf is atrocious), nerfed its damage scaling by ~30% wep damage (and an amount for stam), made it 1 second in duration (a 75% percent nerf in duration), and then made it take a second to apply.
I want to say 'I feel like there isn't a reason to use berserker (the most iconic, bleed-centric, identifying version of werewolf) AT ALL in PvP anymore outside of a 1 v 1', where I can nearly perfect parse someone to death (and because sustain outside of a constant fight/with corspes is still RUFF)... BUT, I legitimately feel that if I say that I am REMOTELY serious, this team will simply find a reason to GUT Packleader there to somehow make it worse than berserker rather than undo ANY harm to the berserker itself.
It's going to REMAIN GOOD by whatever number you pull from thy cheek-a-lings in a duel because it STILL has access to SORC DAMAGE and SUSTAIN masteries that even SORC is overperforming with EVERYWHERE. I just HOPE this is somehow a 100 to 0, incredibly harsh gambit where they are testing to see the impact of sorc masteries (because they nerfed Pyrebrand interaction with werewolf indirectly essentially) and if they decide to 'flip them off' we can have some LOVE back elsewhere- but I'm sure I'm just being naive.
Alchimiste1 wrote: »YandereGirlfriend wrote: »Pretty sure you're just theorycrafting out of pocket here.
Wait for the CMXs and actual data to come in before concluding that something is "dead".
Can you just not? Like actually just not? You got the equivalent of 'your word'. Haven't you wreaked enough damage with it? Why not use that effort and ~vocal~ prowess to also suggest ways to sidegrade werewolf power elsewhere that they can use it?
Listen to me, they took my berserker dot on live (where EVERYONE agrees werewolf is atrocious), nerfed its damage scaling by ~30% wep damage (and an amount for stam), made it 1 second in duration (a 75% percent nerf in duration), and then made it take a second to apply.
I want to say 'I feel like there isn't a reason to use berserker (the most iconic, bleed-centric, identifying version of werewolf) AT ALL in PvP anymore outside of a 1 v 1', where I can nearly perfect parse someone to death (and because sustain outside of a constant fight/with corspes is still RUFF)... BUT, I legitimately feel that if I say that I am REMOTELY serious, this team will simply find a reason to GUT Packleader there to somehow make it worse than berserker rather than undo ANY harm to the berserker itself.
It's going to REMAIN GOOD by whatever number you pull from thy cheek-a-lings in a duel because it STILL has access to SORC DAMAGE and SUSTAIN masteries that even SORC is overperforming with EVERYWHERE. I just HOPE this is somehow a 100 to 0, incredibly harsh gambit where they are testing to see the impact of sorc masteries (because they nerfed Pyrebrand interaction with werewolf indirectly essentially) and if they decide to 'flip them off' we can have some LOVE back elsewhere- but I'm sure I'm just being naive.
whoa, just take it easy man
tomofhyrule wrote: »ACTUAL WEREWOLF FEEDBACK
A few more things:
1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.
Should all content in the game be forcibly bent to suite the WW or should something more pragmatic be employed, whereas WW is now a toggle with cool down instead of ult?




IncultaWolf wrote: »The 1 second berserker bleed after a 1 second delay and 10% damage after battlespirit are both nerfs compared to the live version of werewolf and it feels very bad. This is supposed to be a big refresh to make people want to play it again in pvp right? I don't mind the nerfs to other things so much as long as we still have access to class masteries, but making something WORSE than the current werewolf just feels awful.
I do think these nerfs were a bit too heavy handed and all you've done is force every werewolf to play sorc if they want to be competitive since they have the best passives. Two passives in particular that were enabling the strong duel setup you saw during week 1 of pts. I'd have much rather seen the class masteries be disabled in form, but leave the actual werewolf toolkit alone.
pluvioisaplanet wrote: »Or another probably better way to achieve this would be to remove guaranteed sunder from Rip and Tear, and put Minor Beach on it alongside Major Breach,
Alchimiste1 wrote: »WW seems fine on pts





Alchimiste1 wrote: »WW seems fine on pts
Fine?
Is it fun?
Is it competitive vs base DK or meta subs?
Asking cause I don’t have PTS, only PTSD.
Alchimiste1 wrote: »WW seems fine on pts
Fine?
Is it fun?
Is it competitive vs base DK or meta subs?
Asking cause I don’t have PTS, only PTSD.
In PvE it's okay, defo won't be the meta still, but it's stronger than live.
In PvP however, a much more mixed bag. Overall it's a little stronger in some ways than Live, but everyone else is also stronger, and a lot of the PvP specific nerfe are pretty heavyhanded. So I may even be wrong about that.
dark_hunterxmg wrote: »Maybe we can opt out of the U50 Werewolf and just keep using the one from live? I know I'll enjoy it more.
U50 Werewolf handles like a dump truck compared to the live Werewolf, which feels like a sports sedan. Regardless of how much damage it can output, it feels terrible to play.
Skills are delayed and can be easily canceled(not animation cancel, I mean not actually cast) by light attacks and bash. Roar is the biggest offender. The cast time needs to be removed. 0.3s might as well be a full second or longer. If roar has to be delayed, make the impact delayed rather than the cast.
Skills connect at the wrong time if they connect at all. When dueling, at the beginning of a duel, my opponent would be at a distance. I would immediately roll dodge at the start, but take damage from a pounce while they were still standing on the ground at a distance. Then the pounce animation would occur. I can also be attacking an opponent directly in front of me and do zero damage to them.
Heavy attack Werewolf for U50 is dead. It was killed when fast heavy attacks were removed from Roar. New heavy attacks take 2 business days to que.
Hircine's Fortitude heals for 33% less than live, Rip and Tear heal was reduced by nearly half, and Blood Claws is now only a 6 second dot because PvP or something. Hircine's Fortitude needs to be stronger and it needs a HoT and a cross heal.
Are we being serious with the 1 second bleed on Berserker light attacks?
Are we being serious with 10% weapon damage down from 18% on live? This may be okay if we get weapon passives, but we're still waiting.
There were only a small amount of things that I really expected to see for Werewolf with the update:
-Weapon passives
-HoT and/or cross heal for Hircine's Fortitude
-Reduced cost for skills(specifically the heal)
-Improvement in skill functionality:
* Roar range and instant fast heavy attack activation
*Pounce being single cast with Carnage activating on impact.
We got one of those things. Reduced cost for skills. The cost reduction for the heal came with a significant nerf to the healing value.
Fights today vs Pelican (4/28, post week 3 adjustments)
No Class Mastery Passives in on his end
With Class Mastery Passives in on his end
WW still insanely strong after yesterday's adjustments. He's got 45k HP in these fights as well, and outheals nearly all damage due to the sheer amount of offensive healing he's still receiving from the WW toolkit, buffed health recovery, and conservation of energy class passive.
Still arguably the strongest possible thing to play 1v1, but probably more reasonable now outside of this scenario. I'd say yesterday's adjustments hit the mark in regards to reigning in the power level a bit.
I'd like to see conservation of energy's healing brought down still, but many people have given that feedback across the appropriate channels. It also seems problematic to me that most of the heals are scaling on health, encouraging WWs to build 40-50k HP for maximum healing power.
This isn't a WW specific problem - health scaling heals/shields in general are extremely problematic in PVP. Really don't think they should exist the same way the do on the PVE side of the game, where they're intended for tanks to use as a self heal.
Still arguably the strongest possible thing to play 1v1, but probably more reasonable now outside of this scenario. I'd say yesterday's adjustments hit the mark in regards to reigning in the power level a bit.
comparing weapon damage passives from live and pts is kind of like comparing apples and oranges with ability bases being adjusted.
The only thing directly nerfed would be scaling of procs in pvp. But even then we should factor in major courage buff for a werewolf as well.
IMO U50 Werewolf has significant survival improvements, more damage, flexibility and build variation than it does on live.