CalamityCat wrote: »I would happily support a nerf if there was adequate information to support it. There isn't. I don't play WW so I have no reason whatsoever to want them OP. Let's see this "OP WW" on a templar base or a NB or necro. Just anything that isn't a sorc or DK where they're clearly performing well as we'd all expect.No, WW itself is still too strong. I could have Pelican on WW and myself on Sorc/DK, both without class masteries, and WW would still be significantly stronger.
But I know that most people here wouldn't want to accept that fact either. I can already see the dismissive comments like "It's just a 1v1" or "We don't know how it performs in Cyro/BG/etc". Those were the exact comments used to argue with me when I raised concern about old Sorc and reworked DK being overperforming. It didn't take long for multiple threads to occur after those patches went live, CONFIRMING my concern.
Look I get it, you and many people here want WW to stay as it is, and that's fair. But let's not try to sugarcoat it with balance discussions, as a simple fight on PTS clearly shows otherwise. Just state the blatantly obvious intention that you and many others want WW to overperform for once. That I can understand.
If the WW itself is the problem, rather than the base it's on, it would be over performing on everything. But let's be honest, the issue is with specific combinations + WW. It looks like a couple of builds that create a stronger base and the combination(s) need adjusted. Not a blanket nerf to WW. You're asking for the devs to use a sledgehammer to crack a nut. It's 100% fair for others to ask for genuine proof that the WW deserves it. We aren't just trying to keep WW OP, we're just trying to avoid a completely unnecessary nerf because a few players don't like WW and/or single bar PvP builds.
A static duel is totally different from BGs and Cyro or IC where fights are mobile and the WW can't get the damage done as easily. So yes, some of us are going to mention that difference and be interested in seeing more "realistic" fights. I was in Cyro with my guild last night. Literally all that was said about WW was "I hear werewolves are winning duels now" lol. None of us are remotely worried that a WW ballgroup will appear or that we'll be torn up in IC or BGs. Nobody will be worried unless we see something of concern.
Nobody is asking too much when they want to see the results across a range of examples and situations. It's called making an informed decision. I can't make an informed decision with only a few pieces of information. So if the WW is so so bad, and some of you are that concerned, it's not too much trouble to show different base class builds and more realistic fights.
Evidence of what though? All those top 0.1% duelers and none of them bother to test WW on classes other than Sorc? Conservation of Energy is the problem enabler here, and would be the bigger problem in open world where Sorc is much more playable than WW.We got video evidence
Conservation could be adjusted to proc only on Sorc class skills (maybe buff the effect if its conditions are more restricted). It doesn't need to proc off WW skills that have absolutely nothing to do with playing Sorceror, and I doubt WW mains want to be forced into base Sorc.
If base Arc or Necro WW still completely dominates against top 0.1% duelers on meta Sorc or DK, without any busted procs like Relequen, then yeah we can say WW is the issue. But if it's only the one combination with Sorc Mastery, then that specific interaction is the problem.
Conservation of Energy is not the enabler. The primary horror is Static Reverberation. That is where this dramatic pressure comes from that no one can withstand. The Werewolf sustaining better wouldn't terrify anyone if it wasn't coupled with horror DPS from a proc passive.
"Terrifying DPS" - 7-8% damage done on cmx... something doesn't check out here.
Conservation of Energy gives you 4-5k tooltip heal every time you use an ability or even dodge roll (if you combine this with Gorethief you're getting 10k+ worth of tooltip healing every roll), on top of enabling you to spam those rolls atleast twice as much as someone who is not a sorcerer WW.
I'd recommend testing this on PTS, the difference is night and day if you try to werewolf on other classes.
It's not about "demanding" anything. It's basic testing you would do to find out where the problem lies. How can we point at the WW as the problem without testing if anything else might be causing that problem? If you think a component in your PC isn't working, it's wise to test other possible culprits before you return the wrong part, yes? This is the same thing. I'm not trying to make work for other players, I'm just not convinced other classes would get this result. So I think any nerf needs to focus on where the actual problem lies and target that. I think that's a reasonable POV to have.Major_Mangle wrote: »I think it´s a bit disingenuous to demand proof of all types of PvP content on PTS, especially since it´s realistically impossible to provide. Things like large scale Cyrodiil isn´t going to happen because you´ll never gather 100+ people for testing. Regarding battlegrounds, people have tried in the past to do BG´s on PTS (myself included) and it´s a hot mess with queues never popping even when you coordinate with other groups. While dueling isn´t a metric to decide everything, like with any data it´s how you interpretate the information that´s gathered. Anyone with enough experience of PvP can test something in a duel and make further conclusions if X, Y, Z is going to be overperforming in other contexts. Someone with enough experience can look at patch notes and quickly figure out that certain skills, sets etc will overperform, even without extensive testing. People like React, Pelican, Static, Strepsels etc are people that falls into that category in my opinion.
We don't all play the game seeking out the highest parses on every build we use. Testing other bases could give us a baseline of what the less optimal WW builds can do in comparison. If other classes aren't going to do much with a WW, why nerf the WW and make it even weaker for them? That makes no sense. You nerf the combo that is OP. Some players create builds for fun and enjoyment over raw power, and should be allowed to do so.Alchimiste1 wrote: »Why in the heck would you play a nb/templar WW ? Even without the class masteries if you were going to play a WW you picked the class you were going to do it on based on what class passives had the best synergy with WW.
“Just show that you can do the same on this much worse setup people are not going to use” is basically what you are asking.
CalamityCat wrote: »We don't all play the game seeking out the highest parses on every build we use. Testing other bases could give us a baseline of what the less optimal WW builds can do in comparison. If other classes aren't going to do much with a WW, why nerf the WW and make it even weaker for them? That makes no sense. You nerf the combo that is OP. Some players create builds for fun and enjoyment over raw power, and should be allowed to do so.Alchimiste1 wrote: »Why in the heck would you play a nb/templar WW ? Even without the class masteries if you were going to play a WW you picked the class you were going to do it on based on what class passives had the best synergy with WW.
“Just show that you can do the same on this much worse setup people are not going to use” is basically what you are asking.
I think it's important to talk about design here and not just whether something is very overtuned or not.
The design of werewolf throughout the history of this game has been low amount of heal over times/no dmg shields, very reliant on the burst heal and utilizing the mobility and dodging to not run out of resources when magicka starts getting low.
This gameplay loop on Live is actually very fun from gameplay point of view... just not typically very rewarding since you'd do less damage (both pressure & burst) than other builds out there.
Werewolf on PTS still largely has that, but when you take away the "low amount of heal over times" by adding automatic "Vigor tick" to every ability, every dodge roll etc it breaks things, especially when sustain has also been made infinitely easier.
Design wise werewolf should be an immense amount of damage when they can stick to you, the burst heal should be very powerful so you don't just die immediately when someone puts two DoTs on you... but people should still be able to put you on defensive - and you more or less have this when not taking class masteries into account.
A simple solution would be to disable class masteries (and I'd even disable class passives) while in werewolf form and bake in more power into werewolf passives instead to compensate for this.*
This would allow more flexibility with the future class reworks without having to consider if something is going to break werewolf or not and would probably free up more development time, as well as allowing players to go werewolf on any class, not just sorc (or feel left behind power wise).
*If one wants to go down a rabbit hole, they could even design an "unarmed" skill line with extremely strong passives and have werewolf default to that and gain benefits from those passives... this would be a more interesting approach imo and would add something for non-werewolves too, but would obviously require more development time.
CalamityCat wrote: »I would happily support a nerf if there was adequate information to support it. There isn't. I don't play WW so I have no reason whatsoever to want them OP. Let's see this "OP WW" on a templar base or a NB or necro. Just anything that isn't a sorc or DK where they're clearly performing well as we'd all expect.No, WW itself is still too strong. I could have Pelican on WW and myself on Sorc/DK, both without class masteries, and WW would still be significantly stronger.
But I know that most people here wouldn't want to accept that fact either. I can already see the dismissive comments like "It's just a 1v1" or "We don't know how it performs in Cyro/BG/etc". Those were the exact comments used to argue with me when I raised concern about old Sorc and reworked DK being overperforming. It didn't take long for multiple threads to occur after those patches went live, CONFIRMING my concern.
Look I get it, you and many people here want WW to stay as it is, and that's fair. But let's not try to sugarcoat it with balance discussions, as a simple fight on PTS clearly shows otherwise. Just state the blatantly obvious intention that you and many others want WW to overperform for once. That I can understand.
If the WW itself is the problem, rather than the base it's on, it would be over performing on everything. But let's be honest, the issue is with specific combinations + WW. It looks like a couple of builds that create a stronger base and the combination(s) need adjusted. Not a blanket nerf to WW. You're asking for the devs to use a sledgehammer to crack a nut. It's 100% fair for others to ask for genuine proof that the WW deserves it. We aren't just trying to keep WW OP, we're just trying to avoid a completely unnecessary nerf because a few players don't like WW and/or single bar PvP builds.
A static duel is totally different from BGs and Cyro or IC where fights are mobile and the WW can't get the damage done as easily. So yes, some of us are going to mention that difference and be interested in seeing more "realistic" fights. I was in Cyro with my guild last night. Literally all that was said about WW was "I hear werewolves are winning duels now" lol. None of us are remotely worried that a WW ballgroup will appear or that we'll be torn up in IC or BGs. Nobody will be worried unless we see something of concern.
Nobody is asking too much when they want to see the results across a range of examples and situations. It's called making an informed decision. I can't make an informed decision with only a few pieces of information. So if the WW is so so bad, and some of you are that concerned, it's not too much trouble to show different base class builds and more realistic fights.
I'm not saying to base it around what RP builds do, I'm saying we should consider that it is only really strong in specific combinations, and we should focus any balancing on what's enabling them. Specifically the WW using class masteries, if that is indeed the cause. I'm not sure I've even seen a test of WW on a sorc base that didn't have the masteries enabled. But if the sorc WW issue can be balanced without ruining the WW for everyone else,, I think that's a win for PvPers and RPers. Certainly I'd like to fight WWs in BGs as long as they aren't OP, because it's a bit of something different in a sea of meta builds. I don't want to fight the same old thing every day.Alchimiste1 wrote: »I just think that you shouldn’t balance around what rp or fun builds can achieve. Because in PvP, as soon as people realize what’s meta that is what gets played.
You and Pelican are two people. On Sorc. The only Class so far that has been shown to have potentially problematic Passives that interact with WW Skills. The other couple of people? React said a handful of the people in that clip were top PvPers. So we should nerf an entire playstyle because 1% of players can minmax to the point where if WW IS overtuned, they're able to mow people down? You even said yourself most people who play WW won't be good at it. Which implies they won't be able to hit those numbers. You LITERALLY said that a couple of pages back. So something that a majority of people won't be able to minmax the snot out of should be nerfed because of the 1%?No, WW itself is still too strong. I could have Pelican on WW and myself on Sorc/DK, both without class masteries, and WW would still be significantly stronger.
But I know that most people here wouldn't want to accept that fact either. I can already see the dismissive comments like "It's just a 1v1" or "We don't know how it performs in Cyro/BG/etc". Those were the exact comments used to argue with me when I raised concern about old Sorc and reworked DK being overperforming. It didn't take long for multiple threads to occur after those patches went live, CONFIRMING my concern.
Look I get it, you and many people here want WW to stay as it is, and that's fair. But let's not try to sugarcoat it with balance discussions, as a simple fight on PTS clearly shows otherwise. Just state the blatantly obvious intention that you and many others want WW to overperform for once. That I can understand.
No, it's called getting basic information before declaring that something is OP. When all the evidence contains the same build information, that isn't evidence. It's posting cherry-picked information.We got video evidence and they still can't understand that WW is overperforming and even funnier is how they are trying to blame other stuff like hiding exploits etc. At this point they are just blindly defending their favorite playstyle.
And you know what? If those things are so hard to test in PTS, then things shouldn't be determined without being able to properly test those other aspects. Because a 1v1 in a duel is a lot different from other PvP aspects. The main thing is you need to stay inside a small duel area or else you lose. You don't have the ability to fall back enough to recoup like in the other types of PvP. You don't have other people coming in to pile on the WW and nuke it. Why can it not be taken into account how much a nerf could affect every other aspect of PvP? And again, I don't PvP, so I'm not trying to argue for it because I want an OP WW. I'm arguing for getting proper info because I don't want to see WW nerfed for PvE over a specific build under specific circumstances.Major_Mangle wrote: »I think it´s a bit disingenuous to demand proof of all types of PvP content on PTS, especially since it´s realistically impossible to provide. Things like large scale Cyrodiil isn´t going to happen because you´ll never gather 100+ people for testing. Regarding battlegrounds, people have tried in the past to do BG´s on PTS (myself included) and it´s a hot mess with queues never popping even when you coordinate with other groups. While dueling isn´t a metric to decide everything, like with any data it´s how you interpretate the information that´s gathered. Anyone with enough experience of PvP can test something in a duel and make further conclusions if X, Y, Z is going to be overperforming in other contexts. Someone with enough experience can look at patch notes and quickly figure out that certain skills, sets etc will overperform, even without extensive testing. People like React, Pelican, Static, Strepsels etc are people that falls into that category in my opinion.
Being stated is not proof. An opinion or belief is not proof. If those Passives aren't overtuned then it should be easy enough to prove that WW is just as strong on any other Class, right? Yet that hasn't been the case like...at all. Literally the only build being touted as WW being OP are Sorc builds that seem to be running those Passives. If WW is so OP in general why has not a single thing been posted with Warden or DK or NB WWs? It surely can't be THAT hard to set up a build for other Classes to test with.No. It is Werewolf. As already stated; those class masteries are not overtuned. They only become overtuned when coupled with Werewolf and proc sets. Pair them with a traditional MagSorc (probably the intended target for these masteries), and they do almost nothing. Static Reverberation needs a change of its mechanic as well, but this is only the cherry on top that pushes Werewolf from OP to broken.
And it can not be said often enough: Werewolf is apparently missing 33% Weapon Damage right now. Add this, and you don't even need Static Reverberation anymore to enter the broken territory.
Because that's not how testing and gathering information works. You can't cherry-pick what you test in order to get the outcome you want, that's bias and doesn't prove anything. You test whatever variables you can. The point in asking people to test other Classes isn't to see if someone can squeeze out every little bit of damage in a super hyper optimized build. The point is to see if WW overperforms in the same Sets on different Classes to rule out whether Sorc Masteries are the problem or if WW can consistently hit really high numbers WITHOUT those Passives. And so far, nothing has indicated the latter.Alchimiste1 wrote: »Why in the heck would you play a nb/templar WW ? Even without the class masteries if you were going to play a WW you picked the class you were going to do it on based on what class passives had the best synergy with WW.
“Just show that you can do the same on this much worse setup people are not going to use” is basically what you are asking.
1) That's the problem, there CAN'T be a standardized way of defining a 'real' fight when duels and the other aspects of PvP are so fundamentally different. But I will say a real fight is actually trying to win as opposed to standing in one spot, doing static rotations and treating the other person like a parse dummy.Right, so I have 3 questions for you and people demanding more samples:
1) What is your definition of a realistic fight?
Is it BG? Cyrodiil? Dueling? Your definition of a realistic fight as a ball group player is totally different from that of a 1vXer or a duelist. Hence, we need a standardized definition or way of measuring a realistic fight
2) How qualified are you to critique the samples?
How well do you know the mechanics of the game? Do you have good weaving? Do you have good understanding of combat data? How can you prove that you are competent enough to understand these samples and provide an unbiased opinion?
3) What metric do you use to determine whether a skill over or underperforms?
Things like average DPS, max stats, stat uptime, etc. are commonly used. You mentioned playing in a ball group, so metrics like TTK, HPS, and max stats are also looked at, but DPS isn’t. So while it clearly over-performs in 1v1 and small group PvP, it may not do so in ball groups and thus does not require a nerf?
And to clarify any misconceptions or assumptions, I personally don't PvP. I can count on one hand the number of times I've dueled and I haven't touched the other facets of PvP in years. I don't want WW to remain OP in PvP. What I do want is WW not getting nerfed for PvP because some people think the whole playstyle is OP based on ONE build in ONE aspect ov PvP.
I think it's important to talk about design here and not just whether something is very overtuned or not.
The design of werewolf throughout the history of this game has been low amount of heal over times/no dmg shields, very reliant on the burst heal and utilizing the mobility and dodging to not run out of resources when magicka starts getting low.
This gameplay loop on Live is actually very fun from gameplay point of view... just not typically very rewarding since you'd do less damage (both pressure & burst) than other builds out there.
Werewolf on PTS still largely has that, but when you take away the "low amount of heal over times" by adding automatic "Vigor tick" to every ability, every dodge roll etc it breaks things, especially when sustain has also been made infinitely easier.
Design wise werewolf should be an immense amount of damage when they can stick to you, the burst heal should be very powerful so you don't just die immediately when someone puts two DoTs on you... but people should still be able to put you on defensive - and you more or less have this when not taking class masteries into account.
A simple solution would be to disable class masteries (and I'd even disable class passives) while in werewolf form and bake in more power into werewolf passives instead to compensate for this.*
This would allow more flexibility with the future class reworks without having to consider if something is going to break werewolf or not and would probably free up more development time, as well as allowing players to go werewolf on any class, not just sorc (or feel left behind power wise).
*If one wants to go down a rabbit hole, they could even design an "unarmed" skill line with extremely strong passives and have werewolf default to that and gain benefits from those passives... this would be a more interesting approach imo and would add something for non-werewolves too, but would obviously require more development time.
Darkness734 wrote: »Whereas these people complaining dont even use werewolf and their only interaction is fighting against them.
It's up to you to decide what you want to test and provide data for, and how you back up your argument(s). It has nothing whatsoever to do with anyone's "critique". ZOS will review and act on the data, not the players. If you want something changed, it's in your best interests to support that with enough test data so devs can find the problems and fix them. Provide whatever data you want and we'll see what the next patch looks like.
Right, so I have 3 questions for you and people demanding more samples:
1) What is your definition of a realistic fight?
Is it BG? Cyrodiil? Dueling? Your definition of a realistic fight as a ball group player is totally different from that of a 1vXer or a duelist. Hence, we need a standardized definition or way of measuring a realistic fight
2) How qualified are you to critique the samples?
How well do you know the mechanics of the game? Do you have good weaving? Do you have good understanding of combat data? How can you prove that you are competent enough to understand these samples and provide an unbiased opinion?
3) What metric do you use to determine whether a skill over or underperforms?
Things like average DPS, max stats, stat uptime, etc. are commonly used. You mentioned playing in a ball group, so metrics like TTK, HPS, and max stats are also looked at, but DPS isn’t. So while it clearly over-performs in 1v1 and small group PvP, it may not do so in ball groups and thus does not require a nerf?
No, actually. This is again trying to gatekeep information that literally anyone has the capacity to ask for. You can't argue that people wanting WW to stay OP must be PvPers and anyone who doesn't PvP has no right to offer feedback. That is bias to its core, locking people out of something because they don't meet your expectation of qualification.And to clarify any misconceptions or assumptions, I personally don't PvP. I can count on one hand the number of times I've dueled and I haven't touched the other facets of PvP in years. I don't want WW to remain OP in PvP. What I do want is WW not getting nerfed for PvP because some people think the whole playstyle is OP based on ONE build in ONE aspect ov PvP.
.....So let me get this straight. You spent 10 pages arguing with me, @React, @Alchimiste1 who are seasoned PvPers, yet you don't personally PvP?
You are taking a stance in a subject matter which you have zero knowledge on. I'm sorry, but this is where we should stop.
So how's WW doing on non Sorcs? If like Decimus said Sorc Mastery is that far ahead on WW then that's the real problem here, and really just Conservation of Energy (players need to stop crying about dot pressure not letting them spend 40 minutes resetting the fight).Nerf WW's interaction with class masteries. While we're at it, nerf DK's Wildfire passive as well.
Wildfire is fine, Pyrebrand is the problem in that interaction, nerf sets not classes.


No, actually. This is again trying to gatekeep information that literally anyone has the capacity to ask for. You can't argue that people wanting WW to stay OP must be PvPers and anyone who doesn't PvP has no right to offer feedback. That is bias to its core, locking people out of something because they don't meet your expectation of qualification.And to clarify any misconceptions or assumptions, I personally don't PvP. I can count on one hand the number of times I've dueled and I haven't touched the other facets of PvP in years. I don't want WW to remain OP in PvP. What I do want is WW not getting nerfed for PvP because some people think the whole playstyle is OP based on ONE build in ONE aspect ov PvP.
.....So let me get this straight. You spent 10 pages arguing with me, @React, @Alchimiste1 who are seasoned PvPers, yet you don't personally PvP?
You are taking a stance in a subject matter which you have zero knowledge on. I'm sorry, but this is where we should stop.
Did you read the rest of what I posted? It's happened time and again in this game that nerfs from PvP also affect PvE because all too often ZOS won't put adjustments under Battle Spirit or something. So yeah, when those of us who PvE are at risk of something that's FINALLY getting a really good rework after YEARS of being crap getting nerfed, we have every right to ask for proof that it's overperforming as much as some people are claiming.
And it's not even that big of an ask, so why are we acting like it's an unreasonable request that's impossible to fulfill? Why this insistence on NOT testing WW on any other build or even just without the Sorc Mastery Passives? Why is such a simple thing being fought so vehemently? Why are we acting like people have to PvP to want an answer that should be easy peasy to provide?
Open Skills on Sorc. Go to Class Mastery. Remove Passives. Smack people around. Post the results.
Why is this being treated like an insurmountable task? If I were one of the people claiming WW overall is too OP, I'd be SCRAMBLING to make a build without those Passives and toss out there proof that WW is indeed as OP without them as it is with. And unlike a number of people in the world, I have no issue admitting if I'm wrong. So if we get any sort of build of WW without the Sorc Mastery Passives that are potentially a problem, then I will say sure, WW can do with altering. But until then I will continue to ask for said proof, as is my right as someone that plays the game.
See, this is what people have been asking for for a handful of days now.So how's WW doing on non Sorcs? If like Decimus said Sorc Mastery is that far ahead on WW then that's the real problem here, and really just Conservation of Energy (players need to stop crying about dot pressure not letting them spend 40 minutes resetting the fight).Nerf WW's interaction with class masteries. While we're at it, nerf DK's Wildfire passive as well.
Wildfire is fine, Pyrebrand is the problem in that interaction, nerf sets not classes.
WW is still doing fine? This is a screenshot of my WW achieving 6k HPS for almost 4 minutes in a duel with 23k resists and ZERO class mastery passives:
I have 10 minutes of WW experience, on an unoptimized build with ZERO class masteries, and missing 33% WD modifier. I almost killed the guy several times who was using Warden class masteries. Have Pelican with his build and WW experience and I can assure you that the result would be a lot different.
Would it be at all possible to get any sort of CMX or video of people running other Classes for WW to get comparison numbers? That's another thing people have been asking for, data from other builds with actual numbers so we can see the differences.Yes, Templar WW is also crazy with sacred ground, and Warden WW can also be crazy with 1665 base WPD. It is not only Sorc. But obviously people will use the most profane example to make their point clear.
Is MagSorc broken because of these talents? No, not even close. So it's not only those passives that are problematic, since in most cases they work as intended and achieve what they should. It's only certain builds that push things over the edge; the most problematic of which is Werewolf.
See, this is what people have been asking for for a handful of days now.So how's WW doing on non Sorcs? If like Decimus said Sorc Mastery is that far ahead on WW then that's the real problem here, and really just Conservation of Energy (players need to stop crying about dot pressure not letting them spend 40 minutes resetting the fight).Nerf WW's interaction with class masteries. While we're at it, nerf DK's Wildfire passive as well.
Wildfire is fine, Pyrebrand is the problem in that interaction, nerf sets not classes.
WW is still doing fine? This is a screenshot of my WW achieving 6k HPS for almost 4 minutes in a duel with 23k resists and ZERO class mastery passives:
I have 10 minutes of WW experience, on an unoptimized build with ZERO class masteries, and missing 33% WD modifier. I almost killed the guy several times who was using Warden class masteries. Have Pelican with his build and WW experience and I can assure you that the result would be a lot different.
And now a genuine question, at what point do we consider something too much damage? 6k is quite a bit lower than 10k, and it's already been established that a majority of people won't be playing at top PvPer level. So for the average player who more than likely won't be running 100% fully optimized builds, what would be an acceptable amount of DPS?Would it be at all possible to get any sort of CMX or video of people running other Classes for WW to get comparison numbers? That's another thing people have been asking for, data from other builds with actual numbers so we can see the differences.Yes, Templar WW is also crazy with sacred ground, and Warden WW can also be crazy with 1665 base WPD. It is not only Sorc. But obviously people will use the most profane example to make their point clear.
Is MagSorc broken because of these talents? No, not even close. So it's not only those passives that are problematic, since in most cases they work as intended and achieve what they should. It's only certain builds that push things over the edge; the most problematic of which is Werewolf.
And if it's specific interactions that are a problem, then those specific interactions are what need to be addressed, rather than any kind of blanket nerf. And the best way to see what specific interactions are the problem so that they can be targeted is to get numbers of those interactions. Knowing what's making what too strong is the best way of figuring out how to tweak those things. Perhaps the answer is WW not having access to Mastery Passives. Perhaps the answer is tweaking values on certain WW Skills. Perhaps the answer is adding some sort of WW debuff to Battle Spirit.
But without adequate data of what is a problem and what isn't, it's really hard to determine WHAT exactly needs that changing.
CrimsonXReaper wrote: »Disable class passives, pure class passives and weapon passives like bow still work iirc for werewolf.
Instead, add werewolf specific passives we can choose from in the same way as pure class passives.
This way you can enjoy werewolf with any class.
Clearly there's too much conflict over class passives on werewolf, there shouldn't be one meta class for werewolves.. again.
CrimsonXReaper wrote: »Disable class passives, pure class passives and weapon passives like bow still work iirc for werewolf.
Instead, add werewolf specific passives we can choose from in the same way as pure class passives.
This way you can enjoy werewolf with any class.
Clearly there's too much conflict over class passives on werewolf, there shouldn't be one meta class for werewolves.. again.
Please for the love of everything DO NOT DO THIS!
This is what PvEers fear, awful heavyhanded changes from the PvP crowd that ruin any and all fun and build diversity. And NO, weapon passives DO NOT WORK, that is actually a major issue that werewolf still struggles with.
CrimsonXReaper wrote: »CrimsonXReaper wrote: »Disable class passives, pure class passives and weapon passives like bow still work iirc for werewolf.
Instead, add werewolf specific passives we can choose from in the same way as pure class passives.
This way you can enjoy werewolf with any class.
Clearly there's too much conflict over class passives on werewolf, there shouldn't be one meta class for werewolves.. again.
Please for the love of everything DO NOT DO THIS!
This is what PvEers fear, awful heavyhanded changes from the PvP crowd that ruin any and all fun and build diversity. And NO, weapon passives DO NOT WORK, that is actually a major issue that werewolf still struggles with.
I don't think they originally intended class passives to interact with werewolf when they designed them, seems like sorc, warden and templar are getting the better options over the other classes and that will just force werewolf players to gravitate toward those classes which sucks for werewolves who's already playing other classes, regardless if you're a PvEr or PvPer...
By adding werewolf specific passives we can choose from, in the same way as pure class passives. Assuming they would be interesting enough, you could express yourself by mixing sets with those passives and play werewolf on any class, however you want.
I’d even add a few class themed werewolf passive per class. Like, Warden werewolves could unlock an "Ice Claws" passive that adds frost damage to light attacks or something and so on, and then the other class theme werewolf passives would share similar power level. I think this whole thing needs more work put into it.
Did major expedition from bow stopped working when in werewolf form?