I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.
Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.
For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.
Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.
Im not a big fun of role-dependent buff and debuff. Support roles will always be viable and there SO SO MANY options to bring without SPC!
MSattrtand wrote: »I'm concerned about this part:ZOS_JessicaFolsom wrote: »Class Mastery
- General Feedback and Suggestions [Feedback]: We're aware that certain classes are [...] too far ahead
To me, this reads like: "We're going to nerf Sorcs because their trial dummy parses are too high."
Current Sorc parses are extremely cheesy. They rely on Banner and the status knife, both of which inflate dummy numbers but also buff the rest of the group in real content. In actual fights, you usually won’t run Overload - you’ll use Atro instead, which lowers your personal DPS but increases group DPS. Without Overload, Signet becomes worse, so you'd swap it out and lose even more personal damage. And if you're the only Sorc in the group, you'll be running Mastery, which again lowers your personal DPS while giving the group 3% WPD/SPD.
What does it mean? Sorc is not that OP in actual content, especially since it has no cleave.
I just want to emphasise this point
Sorc is also being carried by monolith of storms right now.
Swap that set out for any other set and it's under 180k with horrible cleave.
Not that I'm arguing for a nerf to monolith, it's awesome that it has gone from seriously one of the worst sets in the game to one of the strongest, but be aware that there is a lot going on with sorc parses right now which are compounding to push up their numbers.
Sorcs don't have access to any crit damage passives, or pen passives so they are going to have to make compromises to their "dummy" setup the moment you put them in an actual group.
Hell, these parses are being done without major brutality/sorcery since it's on the dummy now so we're all using tripots.
There is literally one build that works properly, which is monolith of storms, mora's scribe and huntsman's warmask to get these numbers and they scale back very quickly if you try and do something else.
Overload is a gimmick that no one acutally uses in content because you need to build ult on trash to have that kind of opening on a boss, and the group is far better off if you just drop an atro instead, 10% damage for the group when everyone is hitting their ults vs a cheesey damage spike for 1 person.
I'm really concerned that ZoS are going to look at the BIG NUMBAS parses and overlook how it's just playing to the dummy and not the game.
Vengeance Campaign (Cyrodiil)
- Campaign Options for Live Servers [Feedback]: We hear your feedback and concerns about Cyrodiil queues on the live servers in relation to having only Gray Host and Vengeance campaigns open. We will be paying close attention to queue times and population flow when Update 50 launches and will adjust as needed.
I cannot stress enough that this is an issue that needs to be nipped in the bud as soon as it can rather than let it become a problem for how many weeks/months after U50 goes live. GH queue times are already a problem, and Vengeance is not going to alleviate that problem. GH and Vengeance have their own separate player bases. The players who want to queue for GH aren't going to use Vengeance as waiting room, especially when the queue times for GH will be an average of 2-3+ hours. Not only that, but you will also be restricting players from using their other characters that don't belong to faction they are locked to.
Please do the right thing and keep BR in u50. Don't wait months collecting data and make a decision then. That's going to do nothing but cause problems










This has happened before..I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.
Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.
For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.
Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.
Im not a big fun of role-dependent buff and debuff. Support roles will always be viable and there SO SO MANY options to bring without SPC!
MSattrtand wrote: »I'm concerned about this part:ZOS_JessicaFolsom wrote: »Class Mastery
- General Feedback and Suggestions [Feedback]: We're aware that certain classes are [...] too far ahead
To me, this reads like: "We're going to nerf Sorcs because their trial dummy parses are too high."
Current Sorc parses are extremely cheesy. They rely on Banner and the status knife, both of which inflate dummy numbers but also buff the rest of the group in real content. In actual fights, you usually won’t run Overload - you’ll use Atro instead, which lowers your personal DPS but increases group DPS. Without Overload, Signet becomes worse, so you'd swap it out and lose even more personal damage. And if you're the only Sorc in the group, you'll be running Mastery, which again lowers your personal DPS while giving the group 3% WPD/SPD.
What does it mean? Sorc is not that OP in actual content, especially since it has no cleave.
Another problem I want to address is the DPS disparity between multi-classed and pure-classed builds. From this week's patch notes:...its primary goal is to lessen the gap between subclassing and “pure” or “mono-classing.”
Let’s establish a baseline: an Arc/NB/Plar Runeblades build parses 173k on live. This build is unaffected on PTS; it has high single‑target and low cleave. The obvious conclusion: no pure class with strong innate cleave (DK, Cro, beaming Arc) should parse higher. Conversely, no pure class with weak innate cleave (Sorc, NB, Warden, Runeblades Arc) should parse lower. Plar is borderline since its spammable has a decent cleave. All of this assumes parses without excessive cheese.
So, here are my (unpopular) thoughts on each class:
- Sorc - needs a nerf. 206k ST DPS is too high. Even a less cheesy setup hits ~185k, which is still too much.
- Warden - very strange case. It parses too high with Signet (cheese), but its sustain is terrible. Without Signet, it’s around 172k, which is ok. Maybe it's a little bit low, considering it was the least popular DD. No idea how to balance it without killing Signet.
- DK - needs a nerf. Dummy DPS is inflated by Heat Shock, which also buffs the whole group in content. Even without Heat Shock, it has too high ST-damage whilst having great innate cleave.
- Plar - fine as is.
- NB - needs a buff. Low cleave and low ST right now.
- Cro - needs a buff. It can parse well with double‑bash Goliath and triple Ghostly Embrace stacking, but without this cheese, it's weak.
- Arc - beaming Arc is fine. Runeblades Arc is not - it deserves buffs due to low cleave. Easiest fix: give Runeblades some unique synergy with Splattering Disjunction.
Sorry if this kills someone’s fun, but power creep needs to be controlled.
Ketryellowynne wrote: »Yes but you can use these support sets AS A DD. Outside specific heal checks healers ARE dropped in vet DLC content, both dungeons AND trials. Again, these comments seem to be made by someone who plays but does not play endgame or scorepush. There will absolutely still be healers in content. The potential is writing them out of ENDGAME content where heal checks do not exist. There is 0 reason to add this buff to a Werewolf. I am in groups where this is already being theorized and discussed, because the potential best scores may no longer require healing. That and your “not needing to farm” is absolute rubbish. SPC is probably the single most accessible “meta” set in game. It’s an early DLC dungeon easy to run, doesn’t have a perfected version, the dungeon was changed to be included free for everyone, and you can get pieces from fragments without having to run the dungeon at all, so less farming than other dungeon sets. You don’t need money, you don’t need in game gold, you don’t need to be a particularly high level, you don’t need to farm PvP… very few sets in game are so accessible.
…all to give an unnecessary additional buff to werewolves.
Vet and even HM dungeons also, for the most part, can have most of their mechanics skipped if you 3dps it. Unhallowed grave trifecta is and always has been best done 3 dps because there's no DoTs to heal through, while the mechanics focus on doing damage. Black Gem Foundry WR is even 3 dps iirc and that one has heal checks that most groups would need a healer for. Unchained used to be the hardest 4-man content and that is often 3 dpsed as well. This game is one of stacking damage, healers often fall by the wayside in favor of more damage. The only way to fix this is to both reign in power creep and add more punishing healer mechanics.
Now, I agree that major courage on a werewolf won't cause healers to be extinct on it's own but... what are you on about? Olorime gets used by tanks built for 3 dps runs in dungeons because major courage is so important. And SPC is one of the easiest sets to keep 100% uptime on?
Realistically, if healers get SPC taken away, it'll just be replaced by a different set. The root problem is unresolvable, certain buffs will always be expected. It would be nice, admittedly, to be able to play around with other sets instead of feeling like I need to do SPC/ma or pa as a healer, but werewolf major courage wouldn't even be relevant for most dungeon runs.
Healer is potentially the easiest role to get gear for. Can just... get body SPC from a few runs of WGT and buy PA. Tanks usually need at least one set from trials just because of the group buffs and DPS usually need at least one set from trials because of minor slayer.
ZOS_JessicaFolsom wrote: »[*] Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
Ketryellowynne wrote: »Yes but you can use these support sets AS A DD. Outside specific heal checks healers ARE dropped in vet DLC content, both dungeons AND trials. Again, these comments seem to be made by someone who plays but does not play endgame or scorepush. There will absolutely still be healers in content. The potential is writing them out of ENDGAME content where heal checks do not exist. There is 0 reason to add this buff to a Werewolf. I am in groups where this is already being theorized and discussed, because the potential best scores may no longer require healing. That and your “not needing to farm” is absolute rubbish. SPC is probably the single most accessible “meta” set in game. It’s an early DLC dungeon easy to run, doesn’t have a perfected version, the dungeon was changed to be included free for everyone, and you can get pieces from fragments without having to run the dungeon at all, so less farming than other dungeon sets. You don’t need money, you don’t need in game gold, you don’t need to be a particularly high level, you don’t need to farm PvP… very few sets in game are so accessible.
…all to give an unnecessary additional buff to werewolves.
So first. At current state you still CAN USE THIS SETS AS DD - werewolf is not a problem here.
Second. I havent seen in my entire live trial or vet trial without even 1 heal. There is other problem - while you trying to find group in group finder - you will not see any healer or tank join in sometimes it can take 40 minutes to find them. So is this problem about healer replacement actually exist or we are at point where theres almost zero healers in game?
Third. You said potential best scores - we need to see this changes go live and then make opinions, and not just fear and take everything that is possible from other classes and life forms. Im here for changes.
Fourth - if you want to rely on one set for next 5-10 year...idk its seeems pretty boring. What if potencial new class will get it? You will take it from it too?
We will adapt - for me its seems like feer of changes. You can use Powerful Assault (i know its used by tanks - but its easier to keep uptime for healer). Its little less then SPC, but its uniq buff that will stack with Major Courage.
And last one - if this unnecessary additional buff - WHY DO YOU NEED IT?
Vet and even HM dungeons also, for the most part, can have most of their mechanics skipped if you 3dps it. Unhallowed grave trifecta is and always has been best done 3 dps because there's no DoTs to heal through, while the mechanics focus on doing damage. Black Gem Foundry WR is even 3 dps iirc and that one has heal checks that most groups would need a healer for. Unchained used to be the hardest 4-man content and that is often 3 dpsed as well. This game is one of stacking damage, healers often fall by the wayside in favor of more damage. The only way to fix this is to both reign in power creep and add more punishing healer mechanics.
Damage is problem here. Not buffs. Not Werewolf. Theres too much damage.Now, I agree that major courage on a werewolf won't cause healers to be extinct on it's own but... what are you on about? Olorime gets used by tanks built for 3 dps runs in dungeons because major courage is so important. And SPC is one of the easiest sets to keep 100% uptime on?
Have youve seen Olorime radius? its so small and have too long coldown compared to SPC. My honest opinion - we should buff Olorime.Realistically, if healers get SPC taken away, it'll just be replaced by a different set. The root problem is unresolvable, certain buffs will always be expected. It would be nice, admittedly, to be able to play around with other sets instead of feeling like I need to do SPC/ma or pa as a healer, but werewolf major courage wouldn't even be relevant for most dungeon runs.
Any Major Courage not so relevant for most dungeons run.Healer is potentially the easiest role to get gear for. Can just... get body SPC from a few runs of WGT and buy PA. Tanks usually need at least one set from trials just because of the group buffs and DPS usually need at least one set from trials because of minor slayer.
For new players and new healers its still lot of work. On my case i get restoration stuff of SPC from 30rd run only. And yes, i were buing this set, but its only question of luck.
AT LEAST instance us with same difficulty in delves or public dungeons. This shouldn't be any issue with them
.
Also you need to nerf the companions in higher difficulty
Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
Part of reason for markings is differentiate the morphs of WW.
Sorc dps is good at one thing only, and that's single target dps. It's ok to let sorcs be the best at that. It's fine for them to be 5% or even 10% above the rest if that's the only thing they are doing.
Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
Part of reason for markings is differentiate the morphs of WW.
Yes, they mentioned this is the stream. My question is why though? Pack leader already has dire wolves so that'sobvious.
Also, I personally never understood the "need to see what other players are using" argument because I'm typically too busy trying not to die to analyze what skill morph another player is using.
Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
Part of reason for markings is differentiate the morphs of WW.
Yes, they mentioned this is the stream. My question is why though? Pack leader already has dire wolves so that'sobvious.
Also, I personally never understood the "need to see what other players are using" argument because I'm typically too busy trying not to die to analyze what skill morph another player is using.
Yes pack leader has the dire wolves but they could have been killed and then you wouldn’t know. I get it I’m not paying to much attention to what morphs someone is using but players do think on that

Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
Part of reason for markings is differentiate the morphs of WW.
Yes, they mentioned this is the stream. My question is why though? Pack leader already has dire wolves so that'sobvious.
Also, I personally never understood the "need to see what other players are using" argument because I'm typically too busy trying not to die to analyze what skill morph another player is using.
Looking forward to Sorc getting nerfed once again due to dummy parses and staged duels, even though in reality it is not used anywhere in pve for any role (and never again next patch after DK gives group major berserk) and in pvp it's only StamSorcs and Sorc Werewolves that are a problem, while pure MagSorcs have been a meme ever since subclassing came.
DO NOT NERF. They finally made pressure competitive with burst in PvP. On the supposedly busted 10k duel dps WW build, Static Reverb is only 6-8% of that which is nowhere near broken.I believe the reason Sorc is currently too strong is because "Static Reverberation" provides an additional source of damage
ZOS_JessicaFolsom wrote: »[*] White Werewolf Appearance [Feedback]: We’ve seen a mix of feedback about the white Werewolf form, ranging from those who love it to those who aren’t a fan of the pink nose and skin tone. At this time, we do not plan on changing the white Werewolf model (it’s not within scope for us for Update 50). That said, we appreciate all the feedback and suggestions, such as a white Werewolf with a black nose, and are discussing future opportunities for additional Werewolf customization options. (Related discussion.)
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ZOS_JessicaFolsom wrote: »[*] White Werewolf Appearance [Feedback]: We’ve seen a mix of feedback about the white Werewolf form, ranging from those who love it to those who aren’t a fan of the pink nose and skin tone. At this time, we do not plan on changing the white Werewolf model (it’s not within scope for us for Update 50). That said, we appreciate all the feedback and suggestions, such as a white Werewolf with a black nose, and are discussing future opportunities for additional Werewolf customization options. (Related discussion.)
[/list]
Pleaaaaase don't take away the new white wolf's cute pink nose and skin tone. It looks SO GOOD. 😧
DO NOT NERF. They finally made pressure competitive with burst in PvP. On the supposedly busted 10k duel dps WW build, Static Reverb is only 6-8% of that which is nowhere near broken.I believe the reason Sorc is currently too strong is because "Static Reverberation" provides an additional source of damage