Alchimiste1 wrote: »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.
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.
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?
CrimsonXReaper wrote: »@coop500 You’re not fighting with your weapons in werewolf form, so why should you benefit from their passives?
The 30% Weapon/Spell Damage passive isn’t working right now and once it does, that alone should make up for losing the weapon passives.
CrimsonXReaper wrote: »@coop500 You’re not fighting with your weapons in werewolf form, so why should you benefit from their passives?
The 30% Weapon/Spell Damage passive isn’t working right now and once it does, that alone should make up for losing the weapon passives.
Sorcerer's light attacks don't use their weapons to hurl lightning balls at targets while in Overload mode, yet still benefit from their weapon passives
CrimsonXReaper wrote: »@coop500 You’re not fighting with your weapons in werewolf form, so why should you benefit from their passives?
The 30% Weapon/Spell Damage passive isn’t working right now and once it does, that alone should make up for losing the weapon passives.
huskandhunger wrote: »Alchimiste1 wrote: »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.
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.
As a Templar main werewolf player, the Templar side is something I chose when I first started the game because I enjoyed the thematic and fantasy of it. I don't want to play on Dragonknight no matter how powerful they are currently, or a Sorcerer streaking around like a lightning bolt, or a ninja Nightblade.
huskandhunger wrote: »Alchimiste1 wrote: »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.
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.
As a Templar main werewolf player, the Templar side is something I chose when I first started the game because I enjoyed the thematic and fantasy of it. I don't want to play on Dragonknight no matter how powerful they are currently, or a Sorcerer streaking around like a lightning bolt, or a ninja Nightblade.










@hoangdz thanks, see that wasn't so hard was it. How much dps did you do against the Warden without Class Mastery? Can't be that low, you said you almost killed him.
What do you think the problem with WW is specifically? Innate healing? I would imagine they're designed to face tank multiples in open world to an extent.
If WW with no Mastery is evenly matched against pre-rework Warden with its Mastery, what do you conclude from this? I'm still concluding the Sorc Mastery interaction is a problem.
I fought one pure Warden on my StamSorc against a player who beats me 9/10 normally. I won easily. I think we should see no Mastery WW against StamSorc and DK.

@hoangdz thanks, see that wasn't so hard was it. How much dps did you do against the Warden without Class Mastery? Can't be that low, you said you almost killed him.
What do you think the problem with WW is specifically? Innate healing? I would imagine they're designed to face tank multiples in open world to an extent.
If WW with no Mastery is evenly matched against pre-rework Warden with its Mastery, what do you conclude from this? I'm still concluding the Sorc Mastery interaction is a problem.
I fought one pure Warden on my StamSorc against a player who beats me 9/10 normally. I won easily. I think we should see no Mastery WW against StamSorc and DK.
I did 4k DPS vs the Warden. Btw, you do know WW is still missing 33% WD modifier, right?
This is Pelican's WW fighting another WW, both without class masteries:
6k DPS in almost 1 minute, with HPS only dropping by 1.5k (as expected from my own results). Pelican here on a better build with more WW experience pulling 6k+ DPS. Considering that all the stamsorcs I've fought only did 6.1k max DPS in a real duel (Serpent Disdain Sorc with class masteries), it's pretty safe to say that WW still beats that.
For all of those asking for video proof of WW overperforming, here you go. Keep in mind that some of the players in this video are genuinely amongst the top pvp players in the entire game, getting absolutely obliterated with almost no chance of fighting back at all by a guy weaving two damaging skills with light attacks and 40k hp.
There is no defending how broken this is.https://youtu.be/zYtbITjCW-4?si=geC3xCf8s0W9IhWw
...what you're wearing/doing outside of your visible procs (*) or what your opponent is wearing or doing at all- this is highly disingenuous and not sufficient when you're talking about something needing to be nerfed by numbers alone.
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?
tomofhyrule wrote: »...
So, the other thoughts I have playing with it:
The Werewolf timer is much more confusing than it was before. Having it proc off of Ultimate instead of time is fine, but the problem is that the default state of the game is to not show ult numbers. That means players will need to know to go into the options and turn them on in order to have a visible timer for their werewolf form.
Also, we had that timer under the mag bar for 12 years now, so it meaning something completely different is screwing with our muscle memory. It would be great if that bar were still useable as a werewolf timer as before, but now just showed our ultimate from 500-0 ult so we could still use it as a gauge for our werewolf form as we did in the past.
As for the Fury mechanic, I'd use the other side of the screen. In the vanilla UI, there is a bar that is designed to appear under the Stamina bar for your mount stamina. Werewolves can't mount, so allowing that bar to represent Fury gains while in werewolf form would make sense. Plus, that bar is closer to the Ultimate icon, so it's even more obvious that they're related.
This is how I would set it up:
Also, The glowing Ultimate is confusing. We have been conditioned that glowy Ultimate = ready to fire! And now we see this:
"Oh good! My Ult is ready!"
...and I turn back.
Oh, I had to wait until the glowy Ultimate icon turned to a different image to know my Rampage was ready.
Pity that the image is not the most obvious thing there, the glow is.
On Live, the Ultimate visually darkens. We can still hit it to transform back, but there's nothing calling us to hit it in that case.
I'd like to see the Ultimate icon keep the darkened version as it does on Live. Once Rampage is ready, the icon should change and the glowy border should start.
...
So under normal conditions in normal fights, WW does 4-6k like every other sweaty player in duels has been doing for the past X years. Seriously doubt the missing WD will turn 4-6k dps into 10k. This clearly tells me the Sorc/WW interaction is the problem.I did 4k DPS vs the Warden
Pelican here on a better build with more WW experience pulling 6k+ DPS
So under normal conditions in normal fights, WW does 4-6k like every other sweaty player in duels has been doing for the past X years. Seriously doubt the missing WD will turn 4-6k dps into 10k. This clearly tells me the Sorc/WW interaction is the problem.
Why are you trying to tank the damage and not avoid it with Streak and ranged attacks? I think this is the big disconnect between dueling and open world. There's also the issue that long extended 1v1 almost never happens in normal open world gameplay.can tank that kind of damage
So under normal conditions in normal fights, WW does 4-6k like every other sweaty player in duels has been doing for the past X years.
So under normal conditions in normal fights, WW does 4-6k like every other sweaty player in duels has been doing for the past X years. Seriously doubt the missing WD will turn 4-6k dps into 10k. This clearly tells me the Sorc/WW interaction is the problem.
The biasness here is incredible. You are talking about a spec that is pulling 6k DPS AND 6k HPS with 40k HP, zero class mastery passives, AND missing 33% WD modifier (which on a 6k WD build is equivalent to an extra 1k-1.5k WD).
Apart from the Pyre/Rele DK that can consistently do 6k DPS, please point out to me what build in the history of the game up until U49-U50 can parse 6k DPS on a player in a real fight, while having 40k HP and missing a bunch of passives? What's more absurd is you downplaying the extra 33% WD as if it's not meaningful. Yes, it won't turn a 6k DPS into 10k, but it'll turn it into 7k-8k DPS. Can you name me one class without class masteries that can tank that kind of damage without purposely speccing everything into defense?
When only 2 builds are truly out of line, while all others get to the power level they should be at, then it isn't the thing (the passives in this case) that need nerfing, but those 2 broken builds that need the adjustments. This includes sets and their interactions at the very least.
You keep name dropping Pelican for credibility, so why don't you ask him what it was like fighting me a decade ago when we spent hundreds of hours practicing against each other.Also, you are treading into topics you have zero knowledge about
When only 2 builds are truly out of line, while all others get to the power level they should be at, then it isn't the thing (the passives in this case) that need nerfing, but those 2 broken builds that need the adjustments. This includes sets and their interactions at the very least.
Literally. I am using Conservation of Energy and Font of Power class masteries on my burst stamsorc and I barely do 4k DPS against a much weaker opponent. Most of my duels average 3k-3.5k DPS. People have no issue surviving my damage if they’re competent enough. What Conservation of Energy does is passively granting me incredible HPS to survive builds exceeding 7k DPS. It’s OP healing, but without it I get obliterated by these OP pressure builds. I still die to burst damage if people time it right, so there’s always counterplay there.
WW without class masteries can already heal for 6k+ HPS, so it’s obviously problematic when paired with Conservation of Energy. Does that mean the passive needs to be nerfed? No. If they nerf the passive, WW will still have 6k+ HPS lol.
Doesn't need to be that. Could make it mag/stam cost only (gets rid of the degenerate BfB interaction). Could give WW its own unique Class Mastery (also balances WW across classes this way). I agree Sorc Mastery shouldn't be nerfed at all, just those interactions.If Werewolf breaks it, as is abundantly clear to everyone by now, then maybe indeed the only way is to make it only work with class skills.
Doesn't need to be that. Could make it mag/stam cost only (gets rid of the degenerate BfB interaction). Could give WW its own unique Class Mastery (also balances WW across classes this way). I agree Sorc Mastery shouldn't be nerfed at all, just those interactions.If Werewolf breaks it, as is abundantly clear to everyone by now, then maybe indeed the only way is to make it only work with class skills.
Doesn't need to be that. Could make it mag/stam cost only (gets rid of the degenerate BfB interaction). Could give WW its own unique Class Mastery (also balances WW across classes this way). I agree Sorc Mastery shouldn't be nerfed at all, just those interactions.If Werewolf breaks it, as is abundantly clear to everyone by now, then maybe indeed the only way is to make it only work with class skills.
I dislike this, because I personally depend on this off heal. I do not have 3 dots, as I play a traditional mag sorc with wards instead. So losing this heal at least on my class skills would be horrible. The primary healing actually comes from non-class actions for me. (As Streak currently does not work with it)
Doesn't need to be that. Could make it mag/stam cost only (gets rid of the degenerate BfB interaction). Could give WW its own unique Class Mastery (also balances WW across classes this way). I agree Sorc Mastery shouldn't be nerfed at all, just those interactions.If Werewolf breaks it, as is abundantly clear to everyone by now, then maybe indeed the only way is to make it only work with class skills.
I dislike this, because I personally depend on this off heal. I do not have 3 dots, as I play a traditional mag sorc with wards instead. So losing this heal at least on my class skills would be horrible. The primary healing actually comes from non-class actions for me. (As Streak currently does not work with it)
Ironically you have the same people to thank for that that complained about DK getting buffs and now complain about werewolf getting buffs - Hardened Ward heal was absolutely fine in the context of subclassing (DK actually has this with Volcanic Ward now, yet no one even uses it) but it was nerfed due to very misguided feedback that didn't factor in reality.
I also would love shieldstacking playstyle to be more viable compared to playing sorcerer the same way you play literally any other build (i.e. build tanky with HoTs, burst heal back bar), but that has sadly not been the case since the Hardened Ward nerf.
Hopefully they do something about that in the sorcerer rework later this year!
So under normal conditions in normal fights, WW does 4-6k like every other sweaty player in duels has been doing for the past X years.
Also, you are treading into topics you have zero knowledge about. I have spent a considerable amount of time dueling in Stormhaven on PC NA and I have NEVER seen your name there. You clearly do not know what a normal DPS value looks like in a duel, nor do you know what's bad or unhealthy DPS. So let me give you some baseline DPS values going forward so we can stop spewing false information:
Bad DPS:
<2k for burst builds
<3k for pressure builds
With this DPS, the only people you're going to kill are complete newbies. If you consistently pull <2k DPS, then there are only 2 scenarios:
1) Your opponent's pressure is so great that you're permanently stuck on back bar.
2) You genuinely have bad mechanics
I have done <2.5k DPS before on my burst build, but that was against a full cancer build with 7k+ DPS. I was basically stuck on back bar 80% of the fight trying to survive. Most people who do <2k-3k DPS generally fall into the 2nd category.
Average DPS:
2k - 2.5k for burst builds
3.5k - 4k for pressure builds
This is where the majority of the playerbase sits at. You have just enough damage to kill other average players, but not enough to kill better ones. The only exception is a pure burst build, which often deals around 3k - 3.5k DPS but can still have the potential to 100-0 someone. The requirement is that you must have exceptional mechanics to kill better players.
Good DPS:
2.5k - 3.5k for burst builds
4k- 4.5k for pressure builds
If your DPS falls in this range, you're above average. Generally, you will win 6-7/10 of your fights with this kind of DPS (8-9/10 if you have exceptional mechanics). The people you're going to lose to are:
1) Those with significantly more DPS
2) Those better than you
3) Those outplaying you
This category is where average players with pressure duel builds and top tier ones with burst builds live. The DPS advantage of pressure duel builds often allow average players to achieve greater DPS than their mechanics alllow, while top-tier players make up for the lack of DPS with their mechanics.
This is where I normally sit at. My burst build can consistently deal 3.5k-4.5k DPS to most people if I weave perfectly (even exceeding some people on pressure builds), but I don't have enough pressure to push past 4.5k unless my opponent is extremely squishy.
Excellent DPS:
4k - 4.5k for burst builds
5k - 5.5k for pressure buildsIf you're in this category, then you will win 9/10 of your duels. This is where the top 1% of duelers are at. Go to Stormhaven and you'll maybe find 1-2 people who can achieve this level of DPS.
To achieve this stage, you must have excellent mechanics and a min-maxed build partly specced for dueling. It doesn't necessarily have to be 100% a dueling build, but the stats on it should be very high and maximized, and parts of the skills/gears should lean towards 1v1s. Something like Zaan/Essence Thief/Rallying Cry/Monomyth can easily achieve >4.5k DPS with top-tier mechanics. Some classes can make it easier to reach this DPS (DK for example), but you'll still need very good weaving/rotations to consistently pull off 5k- 5.5k DPS.
I sometimes reach 5k DPS on my burst build, but only if my opponent is extremely squishy.
Top-tier DPS:
>5.5k to <6.5kIf you have this DPS, then congratulations, you're in a very small group of duelers who barely lose. The only losses you take are from getting outplayed by someone on or better than your skill level AND with similar DPS. Most Stormhaven duels feel pretty boring for you.
To achieve this level, you must have nigh-perfect weaving and a min-maxed build mostly specced for dueling. Your skills and gears should be used strictly for 1v1 fights. This is where you will see builds incorporate several proc sets and duel skills (like Trap Beast, Unstable Core, etc.)
Uncounterable DPS:
>6.5kAt this stage, you don't lose. Most fights last less than 30 seconds, with some taking as little as 5 seconds. Fights at this stage become a healing check for your opponent. People simply do not have the healing or defense to survive your damage at all. The only losses you incur are from self-mistakes, nothing more. People could be doing their absolute best and you would still obliterate them.
To achieve this stage, you need to have nigh-perfect mechanics and a build purely specced for dueling. However, some builds are just so cancer than you only need to have decent mechanics and still pull 6.5k+ DPS. Pyrebrand/Rele DK is a prime example.
The highest DPS build I've fought against before U49-U50 was Pyrebrand/Rele DK, reaching 7k DPS. That build had 29k HP and 4 damage CPs. U50 WW is almost reaching that DPS with 40k HP, no class mastery passives and the 33% WD modifier. To claim that WW is somehow similar to builds in previous patches is an absurd statement.
So under normal conditions in normal fights, WW does 4-6k like every other sweaty player in duels has been doing for the past X years. Seriously doubt the missing WD will turn 4-6k dps into 10k. This clearly tells me the Sorc/WW interaction is the problem.I did 4k DPS vs the Warden
Pelican here on a better build with more WW experience pulling 6k+ DPS