Update 50 PTS – Week 2 Summary

  • huskandhunger
    huskandhunger
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    Wup_sa wrote: »
    Wup_sa wrote: »
    Wup_sa 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.







  • coop500
    coop500
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    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.
    Edited by coop500 on 26 April 2026 19:25
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Wup_sa
    Wup_sa
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    Wup_sa wrote: »
    Wup_sa wrote: »
    Wup_sa 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.







    I know they have a cost, but they cost below 1k stam, making them basically free. If you didnt notice wws heal gives you 7k stam back. Also i was on an OW build in duels, so it will perform even better because the average player is much worse than a vet duelers.

    And yes on live dk is strongest, i'm talking about pts. Dks arent chugging double armor pots on a tank spec and doing sustained 10k dps. There was no lying, just sharing knowledge that hopefully gives the devs an idea to make it on par with other classes.

    And if you still want to compare dks lash to rip and tear. Lash doesnt give major + minor breach, lash also gives less healing and doesnt have execute scaling, this is all in one skill.

    On pts if you duel any class as a ww, you should not have any issues, even against an acuity dk in corro. You are tanky enough, especially as a pack leader morph.

    And since you have never heard of me, no i dont main ww or sorc and we probably also play on different servers.
  • Faltasë
    Faltasë
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    Faltasë wrote: »
    Wup_sa wrote: »
    Wup_sa 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.

    Oh sorry I mis-communicated, I was more venting my frustrations to the other folks calling for sorc nerfs, not trying to direct that part at you. I agree with your post and just felt like doubling down on it. Sorry for the miscomm.

    XBOX 2015-2019
    PC-NA 2019-2022, 2025-present

    Please keep fixing the combat. It's good to fix the combat.

    Auri-El is the one true God.
  • Wuuffyy
    Wuuffyy
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    Faltasë wrote: »
    Wup_sa wrote: »
    Wup_sa 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.

    Yes, I think the general consensus is ‘let’s just disable the vastly overperforming sorc passives only in werewolf for now’ (at least until sorc gets its rework and the passives are toned down’)

    But I’m going to be honest in saying that it seems like they are choosing to nerf those class mastery passives for reasons such as the ~220k pure-clsss atro parse posted by (someone can tag) on PTS, more than anything else.

    For reference, again, your standard beam build parses ~150k on top end so that’s nearly a 50% increase (neither here nor there if you believe it should/shouldn’t be balanced from that, but again, I believe parses on a dummy ARE verifiable and replicatable to an extent that is considerable for measurement).
    Edited by Wuuffyy on 26 April 2026 20:32
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    coop500 wrote: »
    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 4) before the majority of the prospective (prospective here means ‘expecting in the future’) werewolf 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)
    Edited by Wuuffyy on 29 April 2026 09:26
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Dracane
    Dracane
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    Wuuffyy wrote: »
    coop500 wrote: »
    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?
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • coop500
    coop500
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    Dracane wrote: »
    Wuuffyy wrote: »
    coop500 wrote: »
    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.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Wuuffyy
    Wuuffyy
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    coop500 wrote: »
    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)
    ZOS_Kevin wrote: »
    React wrote: »
    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.
    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.

    Now back to editing patch notes for me...

    Edited by Wuuffyy on 26 April 2026 23:08
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Dracane
    Dracane
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    Wuuffyy wrote: »
    coop500 wrote: »
    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)
    ZOS_Kevin wrote: »
    React wrote: »
    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.
    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.

    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.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Wuuffyy
    Wuuffyy
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    Dracane wrote: »
    Wuuffyy wrote: »
    coop500 wrote: »
    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)
    ZOS_Kevin wrote: »
    React wrote: »
    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.
    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.

    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 :smiley:

    This thread is the “Week 2 PTS - Summary”. It is essentially a ‘preview’ of the upcoming ‘week 3 PTS changes (or a snippet of them, at least).

    In other words, when the week 3 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).

    *They did NOT include those potential nerfs in THAT summary, I had the ‘weeks’ pegged wrong however I unfortunately still expect further nerfs in week 4.
    Edited by Wuuffyy on 27 April 2026 23:35
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Dracane
    Dracane
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    Wuuffyy wrote: »
    Dracane wrote: »
    Wuuffyy wrote: »
    coop500 wrote: »
    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)
    ZOS_Kevin wrote: »
    React wrote: »
    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.
    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.

    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 :smiley:

    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. :D 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.

    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Dracane wrote: »
    Wuuffyy wrote: »
    Dracane wrote: »
    Wuuffyy wrote: »
    coop500 wrote: »
    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)
    ZOS_Kevin wrote: »
    React wrote: »
    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.
    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.

    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 :smiley:

    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. :D 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’m just poking fun, no hard feelings at all :)

    But jamm straight, it is just a game after all. At the end of the day we’re all here to just have fun (no not the forums 🥊😈).
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • coop500
    coop500
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    ✭✭✭✭✭
    Dracane wrote: »
    Wuuffyy wrote: »
    Dracane wrote: »
    Wuuffyy wrote: »
    coop500 wrote: »
    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)
    ZOS_Kevin wrote: »
    React wrote: »
    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.
    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.

    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 :smiley:

    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. :D 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.

    Agreed, it's actually sad we have to wait yet another week, ugh.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • DoofusMax
    DoofusMax
    ✭✭✭✭✭
    Dracane wrote: »
    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.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Dracane
    Dracane
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    ✭✭✭✭✭
    DoofusMax wrote: »
    Dracane wrote: »
    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.

    Oh I thank you! So afterall, the things here mentioned will be shown later on this day. Thank you for returning us hope. :blush:
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    Gabriel_H wrote: »
    BattleAxe 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.

    I'm not disagreeing, just pointing out that it may be something ZOS take into account
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • method__01
    method__01
    ✭✭✭✭✭
    passing the Daggerfall east gate makes you automatically dismount but iirc wasn't like this last time i came by
    PC EU/NA /// PS4 EU/NA

    Vasanha
    This one hears nothing. Sees nothing. This one only sweeps.
    desperately need a survey assistant
  • Silaf
    Silaf
    ✭✭✭✭✭
    The thesis shoul stay an extremly rare item.
    Making it more avaible seem like a good ting but it create a disincentive for collectors that will fear such a monumental effort in obtaining it becoming a waste of resources.

    Same ting happened for the sixth house banner. Now that is common collector stopped farming it... and the other rare furnishings too because after all why invest all that effort if they may become more avaible later?

    The tesis pose a problem in fairnss too. The one dropping it has instantly a whole year of earnings obtained by an unlucky player that instead has to grind every day to make it... quite unfair.
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    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.
    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.
    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.

  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    Destai 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.
    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.
    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.

    I completely agree. We need to know what the developers used as the basis for "too strong" or "too weak," and what purpose the developers hoped this change would achieve, or what kind of class identity they hoped to create.

    We all understand that developers can't be experts in every class, but having videos of parsing or actual gameplay would make it easier for players to understand how to provide feedback.

    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • React
    React
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    React wrote: »
    • 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.
    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.

    Now back to editing patch notes for me...

    Hey @ZOS_Kevin , just wanted to check in about Conservation of Energy. Today's patch notes only listed a buff to this passive, in the form of fixing the passive to proc on every skill as it should have been.

    Was there a patch note left out of today's week 3 notes? Or is there perhaps a change for future PTS cycles planned?
    Edited by React on 27 April 2026 16:26
    @ReactSlower - PC/NA - 2700+ CP ||| @ReactSlower - PC/EU - 1300+ CP ||| React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
    ✭✭✭✭✭
    ✭✭
    Thank you for considering heavy attack builds into this patch. What they truly need to again be viable, however, is more cleave damage. Even a basic amount of splash damage per tick would be amazing. As it is now, the heavy attack takes a long time to fully charge, and with it fully single target until the end, it feels terrible in places with ads (pretty much everywhere).
    Angua Anyammis Ae Sunna
  • Mediocre_Talents
    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.
  • Wup_sa
    Wup_sa
    ✭✭✭
    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 spammable (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 for 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
    Edited by Wup_sa on 27 April 2026 16:57
  • IncultaWolf
    IncultaWolf
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    ✭✭
    Oh good I can still abuse Conservation of Energy on werewolf. Thanks 🐺
  • Mediocre_Talents
    Wup_sa 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.
  • Wup_sa
    Wup_sa
    ✭✭✭
    Wup_sa 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.

    1 person got it to 10k first, then it started to become the standard for ww. That guy who reached 10k 1st was pushing 14k when the rest got to 10k

    And it is still a spammable, it should hit as hard as a normal spammable with execute scaling, but it does. An actual execute does low dmg on full hp targets while crazy dmg on low hp. Ww spammable does from 100 to 0%
  • coop500
    coop500
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    ✭✭✭✭✭
    Can the PvPers shut up with their WW whining until they actually go test the nerfs when the PTS comes back? Dear goodness this is exhausting.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    code65536 wrote: »
    Excited to finally see more sourcing for the thesis. Even a jackpot is better than the current virtually non-existent sourcing.

    This may be an unpopular opinion, but I think it would be better if the boon box was the only method of sourcing the base recipe. I may be biased though, as I've picked up at least half a dozen of the glowing recipes while running across Cyrodiil in all my time playing, I feel that the recipe should be linked to participating in PVP rather than using a heat map and avoiding other players in order to find it.
    The Vegemite Knight
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