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Some More Proposed Werewolf Changes

ViggyBoi
ViggyBoi
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Long time werewolf dps, loving the changes proposed on the pts. Not trying to sound ungrateful at all. I'm glad that this play style is getting the adjustments it needs. I would like to offer a few more adjustments to how the "class"(?) could better perform. This is coming from a PvE perspective.

The previous patch cycle added guaranteed hemorrhaging to pounce which is nice, but its not necessarily something you can rely on to stack the status effect given how Carnage works. I was kind of hoping both the initial Pounce and Carnage cast can both guarantee a stack of hemorrhaging that way depending on whether you like to double cast the skill right before it ends you get the 2 stack hemo which is around the same power as burning, or you could get better guaranteed up times of the one stack depending on when you decide to cast Carnage in a parse. The added hemo chance to light and heavy attacks is unprecedented but definitely welcome, and while its not a guarantee its still nice the devs are giving us a chance to increase our status effect output while limited to one bar.

Back when Update 35 changed the duration of a lot of skills, buffs, debuffs, dots, etc, a lot of rotations became a lot easier given there was more of a window to make sure none of your abilities fell off. For Werewolves though, the only skill that got this change was Infectious Claws. Hircine's Rage and Pounce and its morphs are key to maintaining high werewolf damage, and you're pretty much mandated to recast them as early as possible to prevent them from falling off, but not too early to end up gutting your sustain, but both timers have the very short identical duration of 10 seconds. It would be nice if Carnage lasted for maybe 15 or even 12 seconds, that way there is a bigger offset on the two, giving more wiggle room in preventing your stacks from falling off, as having to rebuild them or wait for a target you can pounce on to refresh them is one of the most consistent damage losses I've suffered. The dot tied to Carnage doesn't even have to last that long either, just the buff being maintained after it concludes would already be a big help.

The changes to Howl and Roar I have no complaints about and honestly I can't really see any better way they could have handled those. Really great job.
  • Erickson9610
    Erickson9610
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    ViggyBoi wrote: »
    Back when Update 35 changed the duration of a lot of skills, buffs, debuffs, dots, etc, a lot of rotations became a lot easier given there was more of a window to make sure none of your abilities fell off. For Werewolves though, the only skill that got this change was Infectious Claws. Hircine's Rage and Pounce and its morphs are key to maintaining high werewolf damage, and you're pretty much mandated to recast them as early as possible to prevent them from falling off, but not too early to end up gutting your sustain, but both timers have the very short identical duration of 10 seconds. It would be nice if Carnage lasted for maybe 15 or even 12 seconds, that way there is a bigger offset on the two, giving more wiggle room in preventing your stacks from falling off, as having to rebuild them or wait for a target you can pounce on to refresh them is one of the most consistent damage losses I've suffered. The dot tied to Carnage doesn't even have to last that long either, just the buff being maintained after it concludes would already be a big help.

    The changes to Howl and Roar I have no complaints about and honestly I can't really see any better way they could have handled those. Really great job.

    In my opinion, the duration of the Terrified debuff from Ferocious Roar is too small. It's 10 seconds, which means that it has to be casted twice as often as Infectious Claws. I am not happy with how the bonus damage from Piercing Howl was nerfed, and the requirement to cast Ferocious Roar to get back a fraction of that lost damage is severely harming Werewolf DPS. If Terrified must remain in its current state, then I'd hope it would at least be given a 20 second timer in order to be less of a sustain burden and DPS loss in PvE than it currently is on the PTS.

    I totally understand why Hircine's Rage has a 10 second timer, as Major Berserk is a powerful buff (and the extra Stamina gained from Hircine's Rage makes it worthwhile to cast so often), but the 10 second timer for Brutal Carnage is aggressively short. Brutal Carnage can only be cast after Brutal Pounce has been cast, so in reality, you have one less GCD to refresh Brutal Carnage than you would with any other ability. If Brutal Carnage had a timer of 20 seconds, that would make Werewolf's rotation much more manageable — and, as a damage over time effect, shouldn't it have a 20 second timer?
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • ViggyBoi
    ViggyBoi
    ✭✭
    ViggyBoi wrote: »
    Back when Update 35 changed the duration of a lot of skills, buffs, debuffs, dots, etc, a lot of rotations became a lot easier given there was more of a window to make sure none of your abilities fell off. For Werewolves though, the only skill that got this change was Infectious Claws. Hircine's Rage and Pounce and its morphs are key to maintaining high werewolf damage, and you're pretty much mandated to recast them as early as possible to prevent them from falling off, but not too early to end up gutting your sustain, but both timers have the very short identical duration of 10 seconds. It would be nice if Carnage lasted for maybe 15 or even 12 seconds, that way there is a bigger offset on the two, giving more wiggle room in preventing your stacks from falling off, as having to rebuild them or wait for a target you can pounce on to refresh them is one of the most consistent damage losses I've suffered. The dot tied to Carnage doesn't even have to last that long either, just the buff being maintained after it concludes would already be a big help.

    The changes to Howl and Roar I have no complaints about and honestly I can't really see any better way they could have handled those. Really great job.

    In my opinion, the duration of the Terrified debuff from Ferocious Roar is too small. It's 10 seconds, which means that it has to be casted twice as often as Infectious Claws. I am not happy with how the bonus damage from Piercing Howl was nerfed, and the requirement to cast Ferocious Roar to get back a fraction of that lost damage is severely harming Werewolf DPS. If Terrified must remain in its current state, then I'd hope it would at least be given a 20 second timer in order to be less of a sustain burden and DPS loss in PvE than it currently is on the PTS.

    I totally understand why Hircine's Rage has a 10 second timer, as Major Berserk is a powerful buff (and the extra Stamina gained from Hircine's Rage makes it worthwhile to cast so often), but the 10 second timer for Brutal Carnage is aggressively short. Brutal Carnage can only be cast after Brutal Pounce has been cast, so in reality, you have one less GCD to refresh Brutal Carnage than you would with any other ability. If Brutal Carnage had a timer of 20 seconds, that would make Werewolf's rotation much more manageable — and, as a damage over time effect, shouldn't it have a 20 second timer?

    Oh yeah don't even get me started with the terrified mechanics. I mean it's great that you don't have to always face your Target in order to get the maximum damage from howl of Agony but at the same time you're completely locked out from reaching said maximum damage which is really bizarre like I thought the whole point of the changes were to increase the power of werewolves. Tying it to off balance was such a bizarre thing to do. It's especially weird because terrified was explicitly designed to not do anything on its own when they could have easily slapped a percent modifier onto it or something. If they were worried about how much more damage werewolves could do they could just limit it to one target. My biggest issue is still the Carnage timer being only 10 seconds it just makes things too erratic but it really does feel like there have been a lot more issues added than fixed
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