SlagasaurusRex wrote: »On PTS currently, WWs are: highly mobile melee bruisers who can dish out extremely high rates of consistent dps when they dive a player; i.e 'get on top of you.' Their mobility additionally means they can stay on you with relative ease & dive players fairly easily.
SlagasaurusRex wrote: »On PTS currently, WWs are: highly mobile melee bruisers who can dish out extremely high rates of consistent dps when they dive a player; i.e 'get on top of you.' Their mobility additionally means they can stay on you with relative ease & dive players fairly easily.
I feel a lot of the issues on PTS are caused by 3 things:
-abundance of generic buffs to get juicy proc set numbers
-low cost on abilities (stam) incentivizing health-based stacking even at a slight loss of damage due to lower max stam pool
-abundance of health-based heals.
///
This leads to a situation I demonstrated above where werewolf is clearly on weaker than live, via PTS, when you aren’t cheesing (super health stacking/ huntsman/ etc.) but is once-again leaving a plethora of ways top-end duelers (and more) are exploiting certain mechanisms to turn werewolf into an absolutely unhealthy beast of PvP.
Going off my previous point with @React, I think there are few potential ways to keep this system, make room for the changes I mentioned such as minor resolve on damage-taken wep/spell heal morph and restoring some of berserker bleed duration) and keep their current-ish systems:
They could:
1) make all of the health-based 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 and the trade of course being it it exists as is and is your-heal centric morph
2) completely remove sorc class masteries for werewolf, as this is once-again compounding the issue with werewolf-health-stack
3) disable certain procs in werewolf or give werewolf a ‘certain number of % damage reduced for damage/heal scaling on procs’
and
4) if they keep ANY of the existing systems, they really need to disable to ult itself in under 50 PvP
SlagasaurusRex wrote: »On PTS currently, WWs are: highly mobile melee bruisers who can dish out extremely high rates of consistent dps when they dive a player; i.e 'get on top of you.' Their mobility additionally means they can stay on you with relative ease & dive players fairly easily.
I feel a lot of the issues on PTS are caused by 3 things:
-abundance of generic buffs to get juicy proc set numbers
-low cost on abilities (stam) incentivizing health-based stacking even at a slight loss of damage due to lower max stam pool
-abundance of health-based heals.
///
Some more testing from today. In my last post from Tuesday of this week I mentioned that it seemed WW had been reigned in a bit, 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. I really do not understand how you're expected to fight something like this in a PVP environment.
Turns out Sorc class mastery passives aren't the only thing that can push WW to completely unbearable levels. Here is a 50k HP WW build doing 10k DPS in duels (sometimes as high as 14k dps, as seen in the video below), with almost 10k weapon damage as a warden. THIS BUILD HAS 50k HP. No "gimmicky" weaving set required. Critting 20k+ burst heals because of the 50k HP. To be clear, no non-WW build can reach these numbers. It isn't possible.
These CMX parses are fairly short because you cannot survive this on any normal PVP build.https://www.youtube.com/watch?v=cimNmqOUHk8
Here's another fun CMX. Earlier in this thread, another user shared their target skeleton parses using a PVP build to demonstrate that WW was somehow fine in PVP. Personally I think this is completely irrelevant, because the two environments are very different and there are many mitigation/healing/mobility factors to consider in PVP that do not apply to PVE. However, the 50k HP WW build from above was tested on the trial dummy just for fun.
It parsed 100k+ DPS. While wearing Impenetrable, mixed weight, PVP gear with defensive PVP CP in. With 50k HP.
SlagasaurusRex wrote: »[Far from an instance where the problem might be unique to dueling, I think duels might understate the potential gameplay implications unless other people have compelling reasons as to why it might not.
Surely you guys will show the same passion for balance when we get the sorcerer rework! And oh boy I can’t wait for Warden, I can already tell it will be a wild discussion!
Obligatory feedback: More blood please, our beasts should look absolutely lathered in gore after a battle! [at least after feeding]
dark_hunterxmg wrote: »I disagree with you on point number 1. The heal could be just as high with high weapon damage and they would still be able to run 50k hp. 50k wouldn't be required though. Health scaling isn't a problem.
Point number 2, they should just remove the class masteries from werewolf and create our own optional bonuses. I say that because if we run werewolf as a certain class just for that mastery and that class mastery takes a nerf because the class is now too strong, then our werewolf takes a nerf indirectly too. If they separate it, then it can be balanced separately.
I think you could get your point across much more clearly if you would also show an optimized Base Class build running the same or very similar combination of sets to the ones being shown here and how it performs comparatively side by side. There's nothing in WWs kit that is boosting the HP to 50k and its not the only build with HP scaling heals.
Fights today vs Pelican (4/28, post week 3 adjustments)
No Class Mastery Passives in on his end
I disagree with you on point number 1. The heal could be just as high with high weapon damage and they would still be able to run 50k hp. 50k wouldn't be required though. Health scaling isn't a problem.
Point number 2, they should just remove the class masteries from werewolf and create our own optional bonuses. I say that because if we run werewolf as a certain class just for that mastery and that class mastery takes a nerf because the class is now too strong, then our werewolf takes a nerf indirectly too. If they separate it, then it can be balanced separately.
After feeling too bleh from COVID for the last like week and a half to bother with the forums, I come back.
@React
Let me ask something and this is a genuine question, but do you truly think the average player is going to be hitting these numbers? The whole reason U35 happened was because ZOS nerfed damage thanks to the top percent of players, in an effort to "lower the ceiling" of DPS and accessibility to content. But all it did was nerf the average player nowhere near able to hit those numbers while those top players just kept on hitting ridiculous numbers in other ways.
.
After feeling too bleh from COVID for the last like week and a half to bother with the forums, I come back.
@React
Let me ask something and this is a genuine question, but do you truly think the average player is going to be hitting these numbers? The whole reason U35 happened was because ZOS nerfed damage thanks to the top percent of players, in an effort to "lower the ceiling" of DPS and accessibility to content. But all it did was nerf the average player nowhere near able to hit those numbers while those top players just kept on hitting ridiculous numbers in other ways.
SlagasaurusRex wrote: »I'm glad we're on the same page that WW is currently strongly overperforming. I'm personally unsure which specific tweaks will help mitigate WW's ability to output truly tremendous damage while being able to invest into survivability to heavily.
After feeling too bleh from COVID for the last like week and a half to bother with the forums, I come back.
@React
Let me ask something and this is a genuine question, but do you truly think the average player is going to be hitting these numbers? The whole reason U35 happened was because ZOS nerfed damage thanks to the top percent of players, in an effort to "lower the ceiling" of DPS and accessibility to content. But all it did was nerf the average player nowhere near able to hit those numbers while those top players just kept on hitting ridiculous numbers in other ways.
It feels like the same is happening here now. The top few can push numbers super high, and it's being held up as something that's a problem as though everyone playing WW on the PTS is hitting these numbers. So ARE these numbers from top PvPers who are top tier at LoS, timing executes, putting together solid builds with strong sets that mesh well with skills, and so on, something that the average PvPer can also easily achieve even without the skill you and others like Pelican have?
Because it's been shown and said time and again over the years that a person can perfectly copy a high performing build thats capable of hitting 150k+ DPS, but come nowhere near those numbers if they can't get the rotations down properly and/or lack the experience to use the build.
And like I said before I have no horse in the PvP race since I don't. At this point I'm just more curious if this is an actual problem in general or only a problem because high-end players are testing in a very limited form of PvP. And I'm also worried PvE WW may still suffer nerfs by the end of the PTS. I haven't had a chance to test yet myself on my NB WW since like I said, COVID, but I'm hoping things aren't too bad from last week.
Edit: WW Class Mastery would be cool, too. Especially since it seems WW is never going to get Weapon Passives since they weren't included in the refresh.
Compared to your average "two bar" meta or pure class PVP build, this new WW has probably half the mechanical complexity required to achieve the top end results.
Compared to your average "two bar" meta or pure class PVP build, this new WW has probably half the mechanical complexity required to achieve the top end results.
For your consideration
I personally wouldn’t call half or so of your bar being buffs ‘skill’, especially as they continue to tack major/minor buffs and dense utility into singular skills that also give you somewhere around 1-3 burst moves in your rotation (somewhat referring to DK/meta subclassing).
Testimony
I main a werewolf, swap over, and have no issues with a 2 bar build myself. I play werewolf because it’s werewolf and it’s suppose to a thoughtless, fun, ‘rampaging’ experience.
If I can’t do this without building around exploitable, broken mechanics within werewolf itself (or not having my core balance feature them) then I’d rather them return us to a semblance of live werewolf with PTS animations. As we receive nerf after nerf for these overtuned interactions, while receiving no love within the already-underperforming morphs/passives within the organic kit… it becomes less and less exciting and more and more dreadful to think about.
If all we can say now is ‘nerf’ on repeat, they listen to that (and only that), and they never improve anything ever… werewolf will quite actually end up worse than live. It took 5+ years to get this and this kind of balance management is going to blow this chance in smoke within a matter of weeks to months.
*edit for spelling/grammar
dark_hunterxmg wrote: »I disagree with you on point number 1. The heal could be just as high with high weapon damage and they would still be able to run 50k hp. 50k wouldn't be required though. Health scaling isn't a problem.
Point number 2, they should just remove the class masteries from werewolf and create our own optional bonuses. I say that because if we run werewolf as a certain class just for that mastery and that class mastery takes a nerf because the class is now too strong, then our werewolf takes a nerf indirectly too. If they separate it, then it can be balanced separately.
Health scaling heals are ALWAYS problematic. In every form. Not just on WW. This was an issue for years with polar wind, it was an issue with the reworked hardened ward, it is an issue now with the current state of soul burst/wield soul/chakrams and how people are building 50-60k HP shielding builds to abuse them.
It is EXTREMELY problematic in the case of the reworked WW because of how much damage and mobility the spec inherently has. With the ability to have this damage with 50k HP and the high mobility, you end up in a situation where you can't stop a WW built like this from hitting you. You can try to hit them back, but good luck dealing that amount of damage before you; 1) die from their absurdly oppressive DPS, or 2) they heal to full health with the health scaling burst heal + offensive heals. There is no winning a fight against this spec currently.
It's a terrible balance. It would be much more reasonable if the heals all scaled with offensive stats, which would devalue proc sets and also force a sub-40k HP setup. You're saying you could still build 50k HP even with offensive stat scaling heals which is true sure, but you'd be giving up way more healing power to do that - meaning that you'd be able to be pressured back, reducing your DPS and ultimately improving the issue at hand. Meanwhile you'd still be able to build an extremely oppressive 30-35k HP damage oriented setup, but you'd actually be susceptible to burst at that level where with 50k HP you're completely invulnerable to it.
Right now there is no trade off. We're seeing 50k HP wolves with insurmountable healing doing 10k DPS in duels. What exactly which you say is the counter to someone attacking you with that? From what I've seen, the only possible counter is to play the same setup, or build a trial-tier tank and stalemate them (and still probably die).
I think you could get your point across much more clearly if you would also show an optimized Base Class build running the same or very similar combination of sets to the ones being shown here and how it performs comparatively side by side. There's nothing in WWs kit that is boosting the HP to 50k and its not the only build with HP scaling heals.
Yes, HP scaling heals are obviously a huge issue in PVP and in this particular situation, they're part of what is pushing this spec to obscene levels.
Funnily enough though, if you go all the way back to page two of this thread, you'll see me asking the simple question about whether class mastery passives are supposed to work in WW form. That is the very first thing I asked because it is very clear that a base, reworked WW is still very strong - but not the absolute insanity that is WW taking advantage of the new class mastery passives. Many of the WW enjoyers really did not seem to like me suggesting this though, which is what has led to all of the ongoing testing now being provided to demonstrate why this is an issue.
In any case, here is a fight with pelican using no class mastery passives. Still a very strong power level for the reworked WW I'd say, but not unacceptable in the context of the ongoing class reworks.Fights today vs Pelican (4/28, post week 3 adjustments)
No Class Mastery Passives in on his end
Is it intended that class mastery passives work while transformed?…
…Seems a little insane to me.
@React
Saying that though, I'm not a regular warden player; but wouldn't a 50k HP warden running this same build with a monster set on top of it. With something like B4B, shalks, executioner, polar wind, ice staff backbar with ele sus, etc. Perform similarly if played correctly? With added versatility and burst damage to boot?
dark_hunterxmg wrote: »Still trying to figure out why mechanical complexity of a two bar build matters to anyone. Why should anyone care how hard or easy it is to do something? Maybe take pride in knowing that you did well with a more complex rotation. I know I take pride in performing well with the live werewolf against strong players. Seems like anyone else could do the same.
Well, because this is an MMO, and balance is important.
If you can achieve better results on a one bar setup with half the mechanical complexity required of a two bar setup, what is the incentive to play a two bar setup?
@React
Saying that though, I'm not a regular warden player; but wouldn't a 50k HP warden running this same build with a monster set on top of it. With something like B4B, shalks, executioner, polar wind, ice staff backbar with ele sus, etc. Perform similarly if played correctly? With added versatility and burst damage to boot?
The simplicity of the WW offensive and defensive rotation, as well as the multiple offensive and defensive health scaling heals, help a ton in achieving the DPS/HPS you're seeing with this particular WW spec. In the case of the warden running a similar setup, there are more buffs and heals to cast, skillshots to land (shalks), sustain issues to consider (skills are MUCH more expensive on normal builds, the low max resource pools begin to matter a lot more), etc. That is a ton of time that you're not just spamming your offensive abilities, stats you'd have to give up in regards to sustain, way less healing power from your actual heals if you're choosing to have 50k HP, etc.dark_hunterxmg wrote: »Still trying to figure out why mechanical complexity of a two bar build matters to anyone. Why should anyone care how hard or easy it is to do something? Maybe take pride in knowing that you did well with a more complex rotation. I know I take pride in performing well with the live werewolf against strong players. Seems like anyone else could do the same.
Well, because this is an MMO, and balance is important.
If you can achieve better results on a one bar setup with half the mechanical complexity required of a two bar setup, what is the incentive to play a two bar setup?
I think it would be fine for WW to be close in power level to the reworked classes, like @Yarcanine suggests. This is not the case with PTS WW + class mastery passives. It has the best damage by a 25%-50% margin when compared to the next best specs, whilst having 50k HP and better HPS than those specs. All for half the "effort" compared to those builds.
To be clear, these are pelican's PTS characters - not mine. I am pretty certain that name is in reference to the fact that even post-nerf, WW is by miles the strongest thing on the PTS still. In any case, it has nothing to do whatsover with the data being presented in any of these posts.

Not everyone enjoys being a rampaging beast, (or it’s playstyle) so you shouldn’t expect werewolf to suddenly take on DK levels of dominance in PvP.
huskandhunger wrote: »And we can start by standardizing skill and reigning in astronomical pvp outliers by introducing Vengeance across Cyro, Battlegrounds, Dueling and the upcoming new pvp area ZOS is introducing.

Erickson9610 wrote: »I really wish Vengeance wasn't permanently on PTS, because we can't even test Werewolf in the de facto PvP environment.
Do not balance PvP around Duels, Imperial City, or Battlegrounds. Balance PvP around non-Vengeance Cyrodiil.
All of the "broken" CMX parses are not done in the environment where balance matters to the majority of the PvP population. Do not expect those "broken" Werewolf builds to perform well in 1vX, and always analyze every out-of-context screenshot with intense scrutiny.




