huskandhunger wrote: »IncultaWolf wrote: »Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
Pure sorcs are farming werewolves in duels on pts. But you're fine with Dragonknights insta nuking people while having more utility than ww. The bias is real because it's not your class/playstyle. Some things never change.
The interactions with class mastery passives is the issue, not werewolf itself.
Why don't i have any issues killing all classes including pure sorcs as a WW then? An avg ww build with decent understanding does 10k dps easily. Every class that is not a higher dps ww just spams heals until they run out of res, because they cant compete. Keep in mind ww is doing all this while in +40k hp and armor. And ww is missing 33% dmg even.
Your statements reflect your personal experience with a build you and your friends kept hidden along with your add-ons, metrics, and likely set exploitation. It is not reflective of larger PVP scenarios in Cyro, IC and Battlegrounds, or the larger player base and community.
It is more representative of Sorc Class Mastery Passives over performing themselves and has nothing to do with how werewolf plays ---you don't even play werewolf on Live ever. So all of your comments have been much awoo about nothing.
You need to instead accept that your Sorc Passives will require a nerf.
First of all the build they run is tfs and rele. I run torugs and abuse infused with sp or rele. And while sorc passives are making ww much more overtuned, ww is honestly too strong on every class. The skills should not be free, which atm gives ww literally infinite sustain. I used even exoteric mythic to give 50% dmg reduction and i could stand without attacking and tank a dk corossive rotation without going below 80% hp.
I dont know how hard is it to understand that one ulti/skill line shouldn't let you be the tankiest, with best sustain and best dmg, doesn't matter which class you play. You can get even above 6k dps on necro ww.
On top of all that, you don't know how much i've played ww and thats completely irrelevant too, since ww on pts is nothing how it is on live. And i'm fine with sorc passives catching a well deserved nerf too, since sorc honestly wouldn't need more dmg, just updated skills.
huskandhunger wrote: »huskandhunger wrote: »IncultaWolf wrote: »Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
Pure sorcs are farming werewolves in duels on pts. But you're fine with Dragonknights insta nuking people while having more utility than ww. The bias is real because it's not your class/playstyle. Some things never change.
The interactions with class mastery passives is the issue, not werewolf itself.
Why don't i have any issues killing all classes including pure sorcs as a WW then? An avg ww build with decent understanding does 10k dps easily. Every class that is not a higher dps ww just spams heals until they run out of res, because they cant compete. Keep in mind ww is doing all this while in +40k hp and armor. And ww is missing 33% dmg even.
Your statements reflect your personal experience with a build you and your friends kept hidden along with your add-ons, metrics, and likely set exploitation. It is not reflective of larger PVP scenarios in Cyro, IC and Battlegrounds, or the larger player base and community.
It is more representative of Sorc Class Mastery Passives over performing themselves and has nothing to do with how werewolf plays ---you don't even play werewolf on Live ever. So all of your comments have been much awoo about nothing.
You need to instead accept that your Sorc Passives will require a nerf.
First of all the build they run is tfs and rele. I run torugs and abuse infused with sp or rele. And while sorc passives are making ww much more overtuned, ww is honestly too strong on every class. The skills should not be free, which atm gives ww literally infinite sustain. I used even exoteric mythic to give 50% dmg reduction and i could stand without attacking and tank a dk corossive rotation without going below 80% hp.
I dont know how hard is it to understand that one ulti/skill line shouldn't let you be the tankiest, with best sustain and best dmg, doesn't matter which class you play. You can get even above 6k dps on necro ww.
On top of all that, you don't know how much i've played ww and thats completely irrelevant too, since ww on pts is nothing how it is on live. And i'm fine with sorc passives catching a well deserved nerf too, since sorc honestly wouldn't need more dmg, just updated skills.
So you admit that the Sorc Passives are making werewolf much overtuned and creating an abused situation with the sets you mentined, I couldn't agree more
The abilities do show a cost on the PTS, you may have just missed it in the tooltips due to your add-ons and focus on Sorcerer Class Mastery Passives which are the real Overpowered element.
So you fought one player with the one second global cool down in effect, congratulations that tells us nothing of how it will perform in actual group PVP situations like Cyro, IC and Battlegrounds and the new PVP area coming later this year. Dueling is less than .05% of the larger picture here and you need to get over it and your OP builds and passives.
The current strongest spec is the Dragon Knight in live pulling 12k Power Lashes with Corrosive Armor for a paltry 1100-ish Magicka, so there is your actual tankiest highest damage spec and guess what? They too are killable and are also melee range. So let's drop the continual lying and be real here.
Hey I've never heard of you before, Wup_Sa doesn't ring a bell as a werewolf player sorry. It is relevant because you have no larger perspective to draw on than your short sighted duels which are missing the larger context of PVP in both areas, granted the PTS doesn't have as many players, but that is precisely why jumping to conclusions about what is or isn't OP or needs nerfs is disingenuous because we don't have the full picture and are still missing information.
IncultaWolf wrote: »IncultaWolf wrote: »IncultaWolf wrote: »Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
Pure sorcs are farming werewolves in duels on pts. But you're fine with Dragonknights insta nuking people while having more utility than ww. The bias is real because it's not your class/playstyle. Some things never change.
The interactions with class mastery passives is the issue, not werewolf itself.
Why don't i have any issues killing all classes including pure sorcs as a WW then? An avg ww build with decent understanding does 10k dps easily. Every class that is not a higher dps ww just spams heals until they run out of res, because they cant compete. Keep in mind ww is doing all this while in +40k hp and armor. And ww is missing 33% dmg even.
Again, misinformation. It's the sorc passives that are enabling this to be possible. Not any "average" build. It's been tested multiple times by other players and streamers. You don't get anything close to those numbers by playing werewolf on other classes that aren't sorcerer or dragonknight. The easiest thing for the devs to do would just be disabling class mastery passives while in form. But we'll see Monday. If they nerf werewolf but leave some of the class passives nearly the same, it's still going to be a huge issue and everyone will just be playing sorc ww, including myself.
I don't think nerfing Sorc passives just solely based on WW form is a good development model to follow. So we want to punish sorc non wws for the wws fault? They could just nerf that specific combo, make the passive not work with WW form, not gut the entire class mastery just FOR ww. That's stupid.
Yes I agree that is stupid, and follows the logic some people in this thread have. Which is why I suggested the masteries be disabled in form. You might have misread my post. A lot of comments in the pts threads are clueless about what is enabling these things to be possible and just cry nerf werewolf without doing any testing or research themselves.
IncultaWolf wrote: »IncultaWolf wrote: »IncultaWolf wrote: »Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
Pure sorcs are farming werewolves in duels on pts. But you're fine with Dragonknights insta nuking people while having more utility than ww. The bias is real because it's not your class/playstyle. Some things never change.
The interactions with class mastery passives is the issue, not werewolf itself.
Why don't i have any issues killing all classes including pure sorcs as a WW then? An avg ww build with decent understanding does 10k dps easily. Every class that is not a higher dps ww just spams heals until they run out of res, because they cant compete. Keep in mind ww is doing all this while in +40k hp and armor. And ww is missing 33% dmg even.
Again, misinformation. It's the sorc passives that are enabling this to be possible. Not any "average" build. It's been tested multiple times by other players and streamers. You don't get anything close to those numbers by playing werewolf on other classes that aren't sorcerer or dragonknight. The easiest thing for the devs to do would just be disabling class mastery passives while in form. But we'll see Monday. If they nerf werewolf but leave some of the class passives nearly the same, it's still going to be a huge issue and everyone will just be playing sorc ww, including myself.
I don't think nerfing Sorc passives just solely based on WW form is a good development model to follow. So we want to punish sorc non wws for the wws fault? They could just nerf that specific combo, make the passive not work with WW form, not gut the entire class mastery just FOR ww. That's stupid.
Yes I agree that is stupid, and follows the logic some people in this thread have. Which is why I suggested the masteries be disabled in form. You might have misread my post. A lot of comments in the pts threads are clueless about what is enabling these things to be possible and just cry nerf werewolf without doing any testing or research themselves.
Werewolf is probably getting nerfed into the ground tomorrow anyway so IDK why people are still fighting. We had 2 PTS weeks of being actually acceptable in PvE, now we're returning to being a RP option again, yay.
I know I know, nobody cares about PvE on here for werewolf. I'm just speaking to the void.
Werewolf is probably getting nerfed into the ground tomorrow anyway so IDK why people are still fighting. We had 2 PTS weeks of being actually acceptable in PvE, now we're returning to being a RP option again, yay.
I know I know, nobody cares about PvE on here for werewolf. I'm just speaking to the void.
It’ll be roughly a week (week 3) before the majority of the prospective nerfs roll in, so maybe we have another week before being bottom-tier (potentially) for the next several years, at least 🥲.
I like the concept of werewolf in PvP AND PvE. Hekk, I think I remember having a Bloodmoon build for PvE back in the day + tanked vBRP with Tormentor. I can tell you I am excited to make viable builds (hoping) for both PvE + PvP and I think it’s probably the same for most enthusiasts. The problem for PvE werewolf was that it was lower-damage-than-beam, no cleave, melee-only for the longest time and ergo was not viable (plus tank so was incredibly low util and lacked basic tanking mechanics) for anything but the lowest-end and most whimsical of content (so people are generally less vocal even if they are interested in it)
Werewolf is probably getting nerfed into the ground tomorrow anyway so IDK why people are still fighting. We had 2 PTS weeks of being actually acceptable in PvE, now we're returning to being a RP option again, yay.
I know I know, nobody cares about PvE on here for werewolf. I'm just speaking to the void.
It’ll be roughly a week (week 3) before the majority of the prospective nerfs roll in, so maybe we have another week before being bottom-tier (potentially) for the next several years, at least 🥲.
I like the concept of werewolf in PvP AND PvE. Hekk, I think I remember having a Bloodmoon build for PvE back in the day + tanked vBRP with Tormentor. I can tell you I am excited to make viable builds (hoping) for both PvE + PvP and I think it’s probably the same for most enthusiasts. The problem for PvE werewolf was that it was lower-damage-than-beam, no cleave, melee-only for the longest time and ergo was not viable (plus tank so was incredibly low util and lacked basic tanking mechanics) for anything but the lowest-end and most whimsical of content (so people are generally less vocal even if they are interested in it)
So the patch coming this Monday isn't even the one featuring the changes mentioned in this very summary?
I mean it should be, I'm not sure what that person means.
Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
Now back to editing patch notes for me...
I mean it should be, I'm not sure what that person means.
No Coop, just no. (hint: Also pop open ‘previous quotes’ below for further, optional context)Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
Now back to editing patch notes for me...
I mean it should be, I'm not sure what that person means.
No Coop, just no. (hint: Also pop open ‘previous quotes’ below for further, optional context)Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
Now back to editing patch notes for me...
And Week 3 is the coming one or? It is confusing because the first patchnotes bear the number 0 rather than 1.
I mean it should be, I'm not sure what that person means.
No Coop, just no. (hint: Also pop open ‘previous quotes’ below for further, optional context)Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
Now back to editing patch notes for me...
And Week 3 is the coming one or? It is confusing because the first patchnotes bear the number 0 rather than 1.
@Dracane, my wonderfully awesome and amazing friend
This thread is the “Week 2 PTS - Summary”. It is essentially a ‘preview’ of the week 2 PTS changes (or a snippet of them, at least).
In other words, when the week 2 PTS cycle patch notes drop (so .2 for week 2), then the info listed at the OP of this thread will be the majority of the patch notes for that particular week.
My -mentioning- simply refers to a kindly-imparted tidbit of information provided to a player from a dev advising of highly-likely, potential changes down the line in week 3 (that tidbit of information just so happened to be posted in here as a comment, if that makes sense).
I mean it should be, I'm not sure what that person means.
No Coop, just no. (hint: Also pop open ‘previous quotes’ below for further, optional context)Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
Now back to editing patch notes for me...
And Week 3 is the coming one or? It is confusing because the first patchnotes bear the number 0 rather than 1.
@Dracane, my wonderfully awesome and amazing friend
This thread is the “Week 2 PTS - Summary”. It is essentially a ‘preview’ of the week 2 PTS changes (or a snippet of them, at least).
In other words, when the week 2 PTS cycle patch notes drop (so .2 for week 2), then the info listed at the OP of this thread will be the majority of the patch notes for that particular week.
My -mentioning- simply refers to a kindly-imparted tidbit of information provided to a player from a dev advising of highly-likely, potential changes down the line in week 3 (that tidbit of information just so happened to be posted in here as a comment, if that makes sense).
Don't say it so mockingly, Wuuffyy.I am not your opponent, neither do I mean you ill.
Hm, it's sad to learn that this next patch doesn't even contain the nerfs. I'd really like to know soon how bad things will become, so I know when to stop caring for it.
I mean it should be, I'm not sure what that person means.
No Coop, just no. (hint: Also pop open ‘previous quotes’ below for further, optional context)Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
Now back to editing patch notes for me...
And Week 3 is the coming one or? It is confusing because the first patchnotes bear the number 0 rather than 1.
@Dracane, my wonderfully awesome and amazing friend
This thread is the “Week 2 PTS - Summary”. It is essentially a ‘preview’ of the week 2 PTS changes (or a snippet of them, at least).
In other words, when the week 2 PTS cycle patch notes drop (so .2 for week 2), then the info listed at the OP of this thread will be the majority of the patch notes for that particular week.
My -mentioning- simply refers to a kindly-imparted tidbit of information provided to a player from a dev advising of highly-likely, potential changes down the line in week 3 (that tidbit of information just so happened to be posted in here as a comment, if that makes sense).
Don't say it so mockingly, Wuuffyy.I am not your opponent, neither do I mean you ill.
Hm, it's sad to learn that this next patch doesn't even contain the nerfs. I'd really like to know soon how bad things will become, so I know when to stop caring for it.
And Week 3 is the coming one or? It is confusing because the first patchnotes bear the number 0 rather than 1.
And Week 3 is the coming one or? It is confusing because the first patchnotes bear the number 0 rather than 1.
Week 3 is the PTS update coming in. The Week 1 patch had the x.x.0 version number because it was the base version of the update. Week 2 was the x.x.1 as the next iteration. Week 3 will be x.x.2, and one supposes that Week 4 will be x.x.3 and the final PTS iteration. If ZOS stays true to form, PTS will coast to U50 using that, but what's headed for release will be iterated based on Week 4 and later feedback. My guess would be 11.4.4 for Update 50.
Erickson9610 wrote: »Erickson9610 wrote: »Erickson9610 wrote: »Just give Werewolf a second bar and 5 more active abilities. Spread the power out between all 10 Werewolf Active Abilities and encourage us to bar swap.
At least then we'd have no excuse not to be comparable to a Class. And we'd finally get to do the bar swap mechanic in Cloudrest as an added bonus.
Why not instead turn werewolf and vampire into their own fully fledged class with 3 skill lines each solve several things in one shot buffing both werewolf and vampire play styles as well as satisfy the urge for new classes for game.
Ultimately, this would be for the best. Werewolf would then be worthy of having crouch/sneak animations loaded into Cyrodiil (part of the reason they aren't is because other Classes need animations for their reworks, too) and Werewolf would be on the same level as other playstyles. We'd for sure get Werewolf represented in the Vengeance, Companions, and Scribing systems, because all Classes are.
Instead, Werewolf is currently considered a "pseudo Class" (the term "subclass" now has a different meaning) at best, unworthy of the attention that the other Classes get. And don't forget about Vampire, which is currently relegated to being just a single skill line that you cherry pick skills from (like Psijic Order) because you aren't meant to use them as a cohesive kit the way you're meant to use Werewolf.
It would only be a pseudo class if you were always a werewolf though. At present you can be a beaming acranist with a form change button that gives an additional 5 skills. The question of whether that works or not is obviously a matter for debate, but that it is an additional 5 skills on demand seems to be a point that is glossed over.
I don't know any Werewolf player who intentionally uses both of their forms for combat. You're intended to maintain Werewolf form for as long as possible.
It just feels awkward to try to incorporate both forms into a rotation or burst. That's why Werewolf players typically build around their Werewolf form and stay in it whenever combat happens, only reverting form to mount up or place siege. Werewolf offers no benefit if you build around the human form, so at that point you might as well be a Vampire for the free passives.
You can stay transformed for hours on end in PvE and PvP, which is why I consider it to be basically a pseudo Class. I just wish you could do more things inside Werewolf form (like place siege, crouch/sneak, emote, use crafting stations, go fishing, excavate antiquities, use Skill Scrolls, mount up or run as fast as a mount, and so on) so you'd never actually need to leave Werewolf form for anything.
ZOS_JessicaFolsom wrote: »Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters.
ZOS_JessicaFolsom wrote: »Empower [Feedback]: Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations.
ZOS_JessicaFolsom wrote: »Empower [Feedback]: We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.
ZOS_JessicaFolsom wrote: »Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters.
While, yes, we should be providing you guys feedback and doing test parses, that should be coming from the Devs first. Anytime you guys propose combat balance changes, it should be accompanied by Devs' parses, just like content creators do.
And if you're worried about that becoming its own debacle, like the PVP stream a few years ago, then reach out to some people and get builds. Ultimately, we need you guys to demonstrate where an idea is coming from and what it looks like in real terms.
It's like a car engineer. Sure, you're not a racecar pro, but you can at least test drive, right? Same idea here.ZOS_JessicaFolsom wrote: »Empower [Feedback]: Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations.
Why is that strength an such an issue? You had people completing content that they otherwise wouldn't have. That's the whole thing here. Again, this seems more like an issue with some internal metric than it does with anyone's lived experiences. What harm comes from leaving it alone?
That being said, I do appreciate you considering Battle Spirit. That should make balancing more fair.ZOS_JessicaFolsom wrote: »Empower [Feedback]: We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.
I have no clue what the density metric is here. This is why we need parses.
Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
Now back to editing patch notes for me...
Mediocre_Talents wrote: »So let me get this straight. One person can find a way to abuse passives and skills, so a bunch of crybaby meta-abusing X'ers cry on the forums and WW gets nerfed into the ground, again. Year over year, patch over patch, WW is bottom of the barrel.
Instead of addressing the fact that a DK can wear Rally and VD, kill a group of 5-6 people all while taking no damage and has 5 whips that all do insane damage, but it’s the WW that needs a nerf, got it. So long as we are all clear where the priorities are.
Patch notes are up and someone is already asking for more nerfs.
Mediocre_Talents wrote: »So let me get this straight. One person can find a way to abuse passives and skills, so a bunch of crybaby meta-abusing X'ers cry on the forums and WW gets nerfed into the ground, again. Year over year, patch over patch, WW is bottom of the barrel.
Instead of addressing the fact that a DK can wear Rally and VD, kill a group of 5-6 people all while taking no damage and has 5 whips that all do insane damage, but it’s the WW that needs a nerf, got it. So long as we are all clear where the priorities are.
Patch notes are up and someone is already asking for more nerfs.
Ww is still top tier in in duels on pts. Crazy that after one of the smallest nerfs people say that its unusable or nerfed to the ground. Ww didn't have even the extra dmg working on pts week 1 and 2, but now got an increase.
The spammables execute (which is still an overtuned spammable, giving execute, burst heal, major and minor breach) is still one if not the strongest spammables in the game foe pvp.
And you can still use sorc passives to boost your dmg to crazy numbers. You can still do like 10k dps on a properly built ww
Mediocre_Talents wrote: »Mediocre_Talents wrote: »So let me get this straight. One person can find a way to abuse passives and skills, so a bunch of crybaby meta-abusing X'ers cry on the forums and WW gets nerfed into the ground, again. Year over year, patch over patch, WW is bottom of the barrel.
Instead of addressing the fact that a DK can wear Rally and VD, kill a group of 5-6 people all while taking no damage and has 5 whips that all do insane damage, but it’s the WW that needs a nerf, got it. So long as we are all clear where the priorities are.
Patch notes are up and someone is already asking for more nerfs.
Ww is still top tier in in duels on pts. Crazy that after one of the smallest nerfs people say that its unusable or nerfed to the ground. Ww didn't have even the extra dmg working on pts week 1 and 2, but now got an increase.
The spammables execute (which is still an overtuned spammable, giving execute, burst heal, major and minor breach) is still one if not the strongest spammables in the game foe pvp.
And you can still use sorc passives to boost your dmg to crazy numbers. You can still do like 10k dps on a properly built ww
Only one person got 10k DPS on PTS, one. The bleed last 1 second, are you kidding me? why even have it as a DoT at all. Reduced execute scaling and it's now the lowest execute scaling skill in the game.
Explain one change that was not a nerf? I will wait.
Excited to finally see more sourcing for the thesis. Even a jackpot is better than the current virtually non-existent sourcing.