



Alchimiste1 wrote: »WW seems fine on pts
Unironically, it is. He previously said WW should be nerfed. Now he says it's fine.This is awesome feedback!
Shorter posts are often much more informative and useful than longer ones. For example, yes I think WW should have its own unique Mastery, no I don't need to write 6000 words of "if I were lead dev for a day" roleplay fanfiction about what I think it should be.This is awesome feedback!
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.
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.
dark_hunterxmg wrote: »Now we play as tank wolf or dot wolf only.
I'm still trying to see how this as a whole is better. I would rather keep my live Werewolf
Alchimiste1 wrote: »WW seems fine on pts
This is awesome feedback! I type out pages worth of clearly separated sub-topics with genuine feedback and everyone else just drops some random ‘player parse’ from the depths of despair or ‘nerf work good’ comment and this seems to be what they are looking for. 🙃
Alchimiste1 wrote: »Alchimiste1 wrote: »WW seems fine on pts
This is awesome feedback! I type out pages worth of clearly separated sub-topics with genuine feedback and everyone else just drops some random ‘player parse’ from the depths of despair or ‘nerf work good’ comment and this seems to be what they are looking for. 🙃
Alright, let me start by saying that your last 10 or so posts have not been coherent at all. You might want to go back and reword those because it sounds like you are having a monologue with yourself that only you really understand. I think it would help the zos team.
Anyways, pts WW is still very strong. It’s still doing very good damage, the sustain is still good. It admittedly did get less healing. Overall, it seems to be in a more balanced state.
Do you mind submitting some of your own cmxs / clips or anything that can help others understand why you think WW is underperforming ? Perhaps we can look over the gameplay a bit.
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He's right though, you use lots of words to self monologue and say nothing substantiative.
I'm not trying to insult you here, I'm trying to encourage you to focus on communicating things in a way that succinctly illustrates a point, post some gameplay or actual pvp CMX screenshots, instead of rambling.
Instead of getting offended, consider the possibility that what you may think is coherent feedback is actually
quite the opposite, from everyone else's perspective.
Erickson9610 wrote: »Can we please increase the intensity of the Berserker marks now that they only show when Rampage is ready? They aren't as intense as the glowing eyes and look off as a result. It's hard to tell when Rampage is ready because there is no sound effect which plays when the Fury meter is full, and the Berserker marks are barely visible.
dark_hunterxmg wrote: »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.
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.
It's a pretty apples to apples comparison. The way they "balance" things for werewolf is and has always been to make one thing a little "better" and then take away or nerf something that already existed. It ends up coming out the same or worse.
More survivable? They nerfed healing and heal scaling on the burst heal. Survival depends largely on constantly attacking a target. No target no heal. That burst heal will NOT carry you through.
They removed an entire playstyle (my playstyle) by taking away fast heavy attacks. Now we play as tank wolf or dot wolf only. No hard hitting skills, no heavy attacks(unless you are trying to die). Bash weaving is now nearly mandatory too. Never have I seen so many Werewolves bash weaving (except me) than I have since the first day of pts.
Werewolf builds into armor pen and weapon damage, humans build into Onslaught.
There were a few things unique to Werewolf.
-Larger stamina pool (gone)
-18% Weapon damage buff (nerfed)
-33% faster heavy attacks (gone)
-30% faster movement speed(questionable)
I'm still trying to see how this as a whole is better. I would rather keep my live Werewolf.
Alchimiste1 wrote: »Alchimiste1 wrote: »WW seems fine on pts
This is awesome feedback! I type out pages worth of clearly separated sub-topics with genuine feedback and everyone else just drops some random ‘player parse’ from the depths of despair or ‘nerf work good’ comment and this seems to be what they are looking for. 🙃
Alright, let me start by saying that your last 10 or so posts have not been coherent at all. You might want to go back and reword those because it sounds like you are having a monologue with yourself that only you really understand. I think it would help the zos team.
Anyways, pts WW is still very strong. It’s still doing very good damage, the sustain is still good. It admittedly did get less healing. Overall, it seems to be in a more balanced state.
Do you mind submitting some of your own cmxs / clips or anything that can help others understand why you think WW is underperforming ? Perhaps we can look over the gameplay a bit.
Everything is coherent, I had provided my testing earlier in this post (way earlier in this thread I had provided some dummy parse numbers with PvP gear (prior to ‘on monsters’ slammed on every other thing)), and I have also provided descriptors with info above. Many of the suggestions I made simply offer to sidegrade power/ remove werewolf potential to abuse potential systems rather than an outright ‘buff werewolf damage’ so I can simply “be OP”.
Werewolf is still lacking in many areas and has indeed still has had significant reductions from live in several areas (again, berserker bleed duration change is diabolical; I still have nonexistent burst when everyone else has 2-3 burst moves; still don’t have an actual hot). This simply does not fit the “werewolf op” and ‘werewolf needs no changes’ narrative you and group wish to portray.
Someone provided a 4K parse for PvP on werewolf (so what does that mean exactly in relation to the PvP parses) and I quite literally did a breakdown of Redacted’s 6.7k parse using a common and very reasonable scenario I encounter in actual, factual PvP. I’m simply providing feedback, same as you after all my “werewolf seems fine on pts” amigo!
If you’d like- I can pull the tooltips from the ‘live werewolf PvP skills’ (again, we all consider live werewolf to be completely dog so it’s a good item to compare to) and ‘PTS werewolf PvP skills’ using same gear with proof there to give you a side-by-side highlighting where we received heavy nerfs in areas and where we are lacking in comparison to live werewolf/ to your average spec? If anyone wants this part, let me know. I’m not going through the trouble for this person alone (they’ve -these people- wasted enough of my existence).
Because, you know, the PvP community never overreacts here, especially not the Riften duelers or anything.
Alchimiste1 wrote: »Alchimiste1 wrote: »WW seems fine on pts
This is awesome feedback! I type out pages worth of clearly separated sub-topics with genuine feedback and everyone else just drops some random ‘player parse’ from the depths of despair or ‘nerf work good’ comment and this seems to be what they are looking for. 🙃
Alright, let me start by saying that your last 10 or so posts have not been coherent at all. You might want to go back and reword those because it sounds like you are having a monologue with yourself that only you really understand. I think it would help the zos team.
Anyways, pts WW is still very strong. It’s still doing very good damage, the sustain is still good. It admittedly did get less healing. Overall, it seems to be in a more balanced state.
Do you mind submitting some of your own cmxs / clips or anything that can help others understand why you think WW is underperforming ? Perhaps we can look over the gameplay a bit.
Everything is coherent, I had provided my testing earlier in this post (way earlier in this thread I had provided some dummy parse numbers with PvP gear (prior to ‘on monsters’ slammed on every other thing)), and I have also provided descriptors with info above. Many of the suggestions I made simply offer to sidegrade power/ remove werewolf potential to abuse potential systems rather than an outright ‘buff werewolf damage’ so I can simply “be OP”.
Werewolf is still lacking in many areas and has indeed still has had significant reductions from live in several areas (again, berserker bleed duration change is diabolical; I still have nonexistent burst when everyone else has 2-3 burst moves; still don’t have an actual hot). This simply does not fit the “werewolf op” and ‘werewolf needs no changes’ narrative you and group wish to portray.
Someone provided a 4K parse for PvP on werewolf (so what does that mean exactly in relation to the PvP parses) and I quite literally did a breakdown of Redacted’s 6.7k parse using a common and very reasonable scenario I encounter in actual, factual PvP. I’m simply providing feedback, same as you after all my “werewolf seems fine on pts” amigo!
If you’d like- I can pull the tooltips from the ‘live werewolf PvP skills’ (again, we all consider live werewolf to be completely dog so it’s a good item to compare to) and ‘PTS werewolf PvP skills’ using same gear with proof there to give you a side-by-side highlighting where we received heavy nerfs in areas and where we are lacking in comparison to live werewolf/ to your average spec? If anyone wants this part, let me know. I’m not going through the trouble for this person alone (they’ve -these people- wasted enough of my existence).
Because, you know, the PvP community never overreacts here, especially not the Riften duelers or anything.
I would be interested in this. I have heard a few times that some aspects of WW are actually weaker. I know the weapon damage passive is reduced a bit in PvP, but I believed that all damage values were surely boosted. Otherwise it wouldn't produce this good DPS in pve and pvp?
Alchimiste1 wrote: »Alchimiste1 wrote: »WW seems fine on pts
This is awesome feedback! I type out pages worth of clearly separated sub-topics with genuine feedback and everyone else just drops some random ‘player parse’ from the depths of despair or ‘nerf work good’ comment and this seems to be what they are looking for. 🙃
Alright, let me start by saying that your last 10 or so posts have not been coherent at all. You might want to go back and reword those because it sounds like you are having a monologue with yourself that only you really understand. I think it would help the zos team.
Anyways, pts WW is still very strong. It’s still doing very good damage, the sustain is still good. It admittedly did get less healing. Overall, it seems to be in a more balanced state.
Do you mind submitting some of your own cmxs / clips or anything that can help others understand why you think WW is underperforming ? Perhaps we can look over the gameplay a bit.
Everything is coherent, I had provided my testing earlier in this post (way earlier in this thread I had provided some dummy parse numbers with PvP gear (prior to ‘on monsters’ slammed on every other thing)), and I have also provided descriptors with info above. Many of the suggestions I made simply offer to sidegrade power/ remove werewolf potential to abuse potential systems rather than an outright ‘buff werewolf damage’ so I can simply “be OP”.
Werewolf is still lacking in many areas and has indeed still has had significant reductions from live in several areas (again, berserker bleed duration change is diabolical; I still have nonexistent burst when everyone else has 2-3 burst moves; still don’t have an actual hot). This simply does not fit the “werewolf op” and ‘werewolf needs no changes’ narrative you and group wish to portray.
Someone provided a 4K parse for PvP on werewolf (so what does that mean exactly in relation to the PvP parses) and I quite literally did a breakdown of Redacted’s 6.7k parse using a common and very reasonable scenario I encounter in actual, factual PvP. I’m simply providing feedback, same as you after all my “werewolf seems fine on pts” amigo!
If you’d like- I can pull the tooltips from the ‘live werewolf PvP skills’ (again, we all consider live werewolf to be completely dog so it’s a good item to compare to) and ‘PTS werewolf PvP skills’ using same gear with proof there to give you a side-by-side highlighting where we received heavy nerfs in areas and where we are lacking in comparison to live werewolf/ to your average spec? If anyone wants this part, let me know. I’m not going through the trouble for this person alone (they’ve -these people- wasted enough of my existence).
Because, you know, the PvP community never overreacts here, especially not the Riften duelers or anything.
I would be interested in this. I have heard a few times that some aspects of WW are actually weaker. I know the weapon damage passive is reduced a bit in PvP, but I believed that all damage values were surely boosted. Otherwise it wouldn't produce this good DPS in pve and pvp?
With the way some buffs and perks were shifted around a build some things will be weaker. But additional bonuses were added to some abilities that require self buffing to feel the benefit so you won't feel the benefit.
PTS Major has berserk on Berserker
PTS Hircines Rage has a 12% unique damage / Vulnerability modifier that didn't exist before a that is easier to trigger.
Live has major berserk on Hircines rage that was trickier to trigger.
PTS has Major Protection on Pack Leader and Minor protection on Deafening Roar. But deafening also gained major evasion.
Live has Major protection on Deafening Roar.
There is obviously a lot more to lay out, but overall summary is: if you don't self-buff yourself as a werewolf you may have abilities do less damage than their comparable ability on live. If you do self buff yourself your abilities will do more damage than live.
Then you can kick in rampage and do even more damage than on live.
In terms of survivability the biggest hit is the self heal potency.
What I wanted to know is this:only looking at buffs and passives is too short-sighted for me. Base damage modifiers matter just as much, and surely those did change (increase) compared to live? The heightened DPS of Werewolf betrays that it's active skills are stronger regardless of passive potency.



(from at least 1 community member in the 'official werewolf feedback' thread).I would be interested in this.






























I went on PTS and live...





https://www.youtube.com/watch?v=cimNmqOUHk8
but it turns out we were just using "bad" builds - if you can call dealing 8k DPS with 40k HP a "bad" build. Absolutely insane how disgustingly strong WW is, even post nerfs.
Keep in mind, we werewolf players aren’t trying to play werewolf so we can meta hop or have it nerfed because we don’t want to move to the new meta that offers less customization- we need it to be a noticeable improvement of live and aside from health-based, HPS-while-attacking/ cheesing procs,etc. using the generic damage buffs, nothing I demonstrated truly is.
but it turns out we were just using "bad" builds - if you can call dealing 8k DPS with 40k HP a "bad" build. Absolutely insane how disgustingly strong WW is, even post nerfs.
Please @React 😅, I didn’t make them add all of the health scaling. Not everything is a duel and not everything I suggested is a straight increase to any particular thing or outside of reason.
I agree the health scaling in PvP is rather atrocious and the fact that I am incentivized to do that instead of benefit from mild damage increases by stacking tri-stat that I already do now isn’t my cup of tea either. If anything they could make these heals scale exclusively off max stat+wep/spell while ‘under battle spirit’ and have ‘Hircine’s fortitude’ just be the one that scales with more wep/spell for less damage than the other if they wanted to resolve this particular problem in PvP.
Additionally while I agree 100k ST damage is a woeful number in terms of competitive DPS, it is certainly toxic to be doing so with 50k health. I think an adjust of the PvE values of the weapon and spell damage passive (woo- 40% unique wep/spell steroid) would be an appropriate stop gap to work on bringing that back down to easily sub 100k ST for a build like that while they do R and D on how to better separate max health from the werewolf kit as a whole (except for tanking).
Keep in mind, we werewolf players aren’t trying to play werewolf so we can meta hop or have it nerfed because we don’t want to move to the new meta that offers less customization- we need it to be a noticeable improvement of live and aside from health-based, HPS-while-attacking/ cheesing procs,etc. using the generic damage buffs, nothing I demonstrated truly is.
Hekk, above I provided a layout for returning to the majority of the values on live and keeping the animations. Everyone deserves better here after all.