I think it's bc WW is like a class in itself, you have to be in WW form to use any of it's skills and you don't get another Ultimate in WW form while Vamp skills are always available though it's still Trash.
You should be arguing for them to buff Vampirism not nerf WW... And Goliath is a tank thing, idk how that relates to this other than the transformation aspect...
...
Even make it more deadly, that would be just fine.
...
...
The proper counter to a wolf should be to kite and wait for the wolf to run out of time.
...
Why does all transformation ultimates need to be designed the same way? Streamlining everything to work the same kills flavours, and the ww uptime isn't what's unbalanced about it (the self heal is, but 99/00 people still stick their head down the ground and keeps ignoring that fact).Honestly, the main thing is; Why the Perma Wolf?
But it has never been more the rage than now.
Vamp is short. Goliath is short. Why is Wolf quasi permanent?
Exactly.I think it's bc WW is like a class in itself, you have to be in WW form to use any of it's skills and you don't get another Ultimate in WW form while Vamp skills are always available though it's still Trash.
You should be arguing for them to buff Vampirism not nerf WW... And Goliath is a tank thing, idk how that relates to this other than the transformation aspect...
Well, proper counter right now is CC, dots & magicka skill cost poisons. WWs do not have CC immunity tool So almost every CC will work on them. They do not have Purge, So any status effect or damage over time (poison in particular) - they will have to eat it up all. Also Mgicka cost poison = they can not heal as much as magicka heal WW has is quite expensive, and with the added cost they wont be able to out-heal incoming dmg.The proper counter to a wolf should be to kite and wait for the wolf to run out of time.
The one and only problem with werewolf is the HP based heal (which should be reworked to scale of max stamina and weapon damage). The rest of the toolkit and design is fine.Why does all transformation ultimates need to be designed the same way? Streamlining everything to work the same kills flavours, and the ww uptime isn't what's unbalanced about it (the self heal is, but 99/00 people still stick their head down the ground and keeps ignoring that fact).Honestly, the main thing is; Why the Perma Wolf?But it has never been more the rage than now.
I find this to be very strange why that's the case. Werewolf peaked in performance during the Elsweyr patch and the current werewolf is nothing compared to what it was back then. Main difference is that malacath got added to the game which made it possible to invest even more into sustain as a ww.
But generally speaking, I haven't seen a single werewolf on PCEU that is successful in BG's against competent players. At best they can survive and run away from a few encounters.
I've met 1 that I found to be somewhat of a threat in nocp IC a few weeks ago, and I've seen one dc ww 8-10 man group with absolutely 0 damage in Ravenwatch. But that's about it (if we exclude the ww duo-trio I ran myself some time ago).
I've said it in so many threads but people don't want to listen:
Rework the heal to scale of max stamina and weapon damage (but keep it to cost magicka) and you solve 99% of all the issues with werewolf.
Tommy_The_Gun wrote: »Vamp is short. Goliath is short. Why is Wolf quasi permanent?
Vamp & Goliath can use any skills and passive they want. WW is stuck with WW skills and weapon passives are disabled.Exactly.I think it's bc WW is like a class in itself, you have to be in WW form to use any of it's skills and you don't get another Ultimate in WW form while Vamp skills are always available though it's still Trash.
You should be arguing for them to buff Vampirism not nerf WW... And Goliath is a tank thing, idk how that relates to this other than the transformation aspect...
WW is more like its own small class that you gain access via ultimate. They have passives to compensate for lack of weapon passives and lack of access to some almost necessary tools like CC immunity or purge. The other balancing factor is WW skills that are 25% more expensive (and are criminal act) than regular skills and heal costs magicka - on a primary stamina build. On top of that, heal scales with health, so in order to have decent heal you have to allocate some attribute points into health, and have some form of magicka sustain... on a stamina build.
I mean, try to play WW solo in open world Cyro (no zerg surfing) and with stat-buffing sets only (no proc sets)... It is probably hardest thing you can try to do, to 1vx like that.
Also I agree with the 2nd part. Vamps should get a buff. Strong one tbh. WW is in a ok-ish spot, so I kinda wish Vamps were in a good spot too.
The only problem with WW is actually not WW itself.
In BGs (and IC) It is proc sets that scale with nothing. So you can allocate everything into health and run 2 proc sets + brutality ring. Pretty busted design imho (it is not exclusive for WW, all class can run this type of build effectively, this is the terribly bad meta we are at right now.
Once ZOS somehow will deal with "dmg proc set" meta - WW will be either gone from PvP or reduced in numbers, without a single nerf to WW.
But if somehow ZOS will take the path to nerf WW instead of proc sets - it will be PvE WW that will feel it the hardest , but in PvP - people will still use WW, no matter the nerfs as it is proc sets that are the issue. Not WW.Well, proper counter right now is CC, dots & magicka skill cost poisons. WWs do not have CC immunity tool So almost every CC will work on them. They do not have Purge, So any status effect or damage over time (poison in particular) - they will have to eat it up all. Also Mgicka cost poison = they can not heal as much as magicka heal WW has is quite expensive, and with the added cost they wont be able to out-heal incoming dmg.The proper counter to a wolf should be to kite and wait for the wolf to run out of time.
The one and only problem with werewolf is the HP based heal (which should be reworked to scale of max stamina and weapon damage). The rest of the toolkit and design is fine.Why does all transformation ultimates need to be designed the same way? Streamlining everything to work the same kills flavours, and the ww uptime isn't what's unbalanced about it (the self heal is, but 99/00 people still stick their head down the ground and keeps ignoring that fact).Honestly, the main thing is; Why the Perma Wolf?But it has never been more the rage than now.
I find this to be very strange why that's the case. Werewolf peaked in performance during the Elsweyr patch and the current werewolf is nothing compared to what it was back then. Main difference is that malacath got added to the game which made it possible to invest even more into sustain as a ww.
But generally speaking, I haven't seen a single werewolf on PCEU that is successful in BG's against competent players. At best they can survive and run away from a few encounters.
I've met 1 that I found to be somewhat of a threat in nocp IC a few weeks ago, and I've seen one dc ww 8-10 man group with absolutely 0 damage in Ravenwatch. But that's about it (if we exclude the ww duo-trio I ran myself some time ago).
I've said it in so many threads but people don't want to listen:
Rework the heal to scale of max stamina and weapon damage (but keep it to cost magicka) and you solve 99% of all the issues with werewolf.
I'm inclined to agree but I'm still somewhat unsure. If I look at the werewolf players I meet in PvP their damage usually is not that good but their defense can be over the top. Still, is that more of a werewolf balance issue (--> strong health-based heal, passive resistances, white wolf mitigation) or simply a build issue. The DC werewolfs you talked about are a good example imo. Afaik they play something like chudan + eternal vigor + crimson which to me looks like a build thats just unnecessary tanky, and in turn sacrifices too much damage. If you would switch crimson for say 3 piece agility + 1 piece trainee + malacath, run full infused or maybe even bloodthirsty weapon damage enchants, as well as the black wolf morph how do you think the damage & survivability would be? I never played werewolf but a build like that looks pretty strong on paper:
https://en.uesp.net/wiki/Special:EsoBuildData?id=252196
Imperial for max stats and cost reduction, sorc for cost reduction & overall strong passives for ww, maybe with double dot or immobilization poisons on the frontbar. I heard that the bow dodge speed passive still works in ww so that may be a better weapon than dw then.
The one and only problem with werewolf is the HP based heal (which should be reworked to scale of max stamina and weapon damage). The rest of the toolkit and design is fine.Why does all transformation ultimates need to be designed the same way? Streamlining everything to work the same kills flavours, and the ww uptime isn't what's unbalanced about it (the self heal is, but 99/00 people still stick their head down the ground and keeps ignoring that fact).Honestly, the main thing is; Why the Perma Wolf?But it has never been more the rage than now.
I find this to be very strange why that's the case. Werewolf peaked in performance during the Elsweyr patch and the current werewolf is nothing compared to what it was back then. Main difference is that malacath got added to the game which made it possible to invest even more into sustain as a ww.
But generally speaking, I haven't seen a single werewolf on PCEU that is successful in BG's against competent players. At best they can survive and run away from a few encounters.
I've met 1 that I found to be somewhat of a threat in nocp IC a few weeks ago, and I've seen one dc ww 8-10 man group with absolutely 0 damage in Ravenwatch. But that's about it (if we exclude the ww duo-trio I ran myself some time ago).
I've said it in so many threads but people don't want to listen:
Rework the heal to scale of max stamina and weapon damage (but keep it to cost magicka) and you solve 99% of all the issues with werewolf.
I agree about the health based heal being one of the main issues but to be honest I think they just need to tune down the length. Balancing an ult's "power" isn't particularly easy when it is almost permanent. If the ww had basically all of the upsides and weaknesses of say a dk, then why would anybody use it? It has to be inherently stronger than baseline skills/passives for it to be worthwhile but then when it is nigh permanent it's just more powerful all the time. Imho it should be a different skill set, not necessarily better. Either a high damage but kinda squishy "burst ult" for decent use on tankier builds, a lower damage but tanky form for better use with nb's or squishier builds; maybe make the morphs more distinct. But in either case it's the length that makes counter play harder.
Take vamp. Being a vampire has 100% uptime but isn't particularly good on a lot of builds. Increased skill cost make it difficult on classes without decent sustain and the skills themselves are somewhat niche. The ult is quite powerful but can be kited when used on slower classes and lasts 20 secs. If it lasted minutes it would need to be tuned down a bit.
They won't confess that WW uptime is the most big problem .
Why do you think stamina warden so strong this patch? Because they can stack 35k+ HP, drop vigor and run artic blast and then stack proc-sets to take care of their damage. Werewolf is in a similar boat, except they don´t benefit as much from stacking procs due to their self heal being so expensive.Nerf healing won't fix the problem , DEV , please take a look !
I don't think werewolf is that OP. It's strong, but other set ups do way more damage. The reason so many people like werewolves is because of the current state of PvP.
One of the very few ways to to live is to hide behind rocks and trees to heal back up. This game plays more like a shooting game now where people unload bursts then duck into cover to heal back up and werewolf is particularly good at doing this. But there are way more overpowered set ups out there. Nothing even comes close to those coordinated proc explosions which can literally drop a player with 50k health and max resist in less than a second. It's absurd.
Beginning of the WereProcolypse
If you think that werewolves are bad now just wait until the massive proc sets come out next patch, we all know what went down when Torg's was broken and how well it worked with werewolves. Save your tears for then you will need them.