Erickson9610 wrote: »The changes in Week 3 are a direct nerf compared to what we have on Live, as far as PvP goes. Savage Strength now gives 10% WD/SD, while on Live it gives 18%.
Can we not make Werewolf worse than it already is?
Erickson9610 wrote: »The changes in Week 3 are a direct nerf compared to what we have on Live, as far as PvP goes. Savage Strength now gives 10% WD/SD, while on Live it gives 18%.
Can we not make Werewolf worse than it already is?
Inari Telvanni wrote: »I have mentioned this in a thread, but I'd like to point out that Werewolves used to be able to use emotes during wolf form. This was later removed, and while it was disappointing, it made enough sense- you were not able to stay in wolf form long enough to find any use in them.
However, with the refresh, you can stay in wolf form outside of combat indefinitely. A big bonus for roleplayers and screenarchers would be if we had access to these emotes again.https://www.youtube.com/watch?v=s-xJBkv9zxY
Erickson9610 wrote: »Above all, what bugs me is that DoT durations are being shortened in PvP. The muscle memory from PvE isn't going to properly carry over into PvP, and vice versa.
I'm okay with damage being reduced against players, but fundamentally changing how a skill works depending on whether the target is a player or not is frustrating. I'd much rather the experience be consistent across PvP/PvE.
dark_hunterxmg wrote: »Erickson9610 wrote: »The changes in Week 3 are a direct nerf compared to what we have on Live, as far as PvP goes. Savage Strength now gives 10% WD/SD, while on Live it gives 18%.
Can we not make Werewolf worse than it already is?
They also reduced the heal on Rip and Tear, but didn't add that value into the burst heal, which is 33% less than live. Still no real HoT or cross heal.
Erickson9610 wrote: »The changes in Week 3 are a direct nerf compared to what we have on Live, as far as PvP goes. Savage Strength now gives 10% WD/SD, while on Live it gives 18%.
Can we not make Werewolf worse than it already is?

dark_hunterxmg wrote: »Erickson9610 wrote: »Above all, what bugs me is that DoT durations are being shortened in PvP. The muscle memory from PvE isn't going to properly carry over into PvP, and vice versa.
I'm okay with damage being reduced against players, but fundamentally changing how a skill works depending on whether the target is a player or not is frustrating. I'd much rather the experience be consistent across PvP/PvE.
This is especially bad if we are expected to use blood claws as part of our healing kit.
Don't worry you can also play Pyrebrand DK WW /sluckiestlycan wrote: »I don't want to feel like I have to play a Sorc Werewolf to be an effective Werewolf
luckiestlycan wrote: »Honestly, from what I've seen I honestly don't think werewolf needed to get nerfed so soon, it sounds more like Conservative Energy needed the nerf; I don't want to feel like I have to play a Sorc Werewolf to be an effective Werewolf.
And Rip and Tear getting it's healing brutalized was not desired, like atleast to me, having good self survivability feels incredibly thematic for Werewolf.
luckiestlycan wrote: »Honestly, from what I've seen I honestly don't think werewolf needed to get nerfed so soon, it sounds more like Conservative Energy needed the nerf; I don't want to feel like I have to play a Sorc Werewolf to be an effective Werewolf.
And Rip and Tear getting it's healing brutalized was not desired, like atleast to me, having good self survivability feels incredibly thematic for Werewolf.
Yeah the nerf to Rip and Tear is a shame. I need to test it in the IA but I suspect it's gonna be rough.
Solo PvE werewolves matter too.
Don't worry you can also play Pyrebrand DK WW /sluckiestlycan wrote: »I don't want to feel like I have to play a Sorc Werewolf to be an effective Werewolf
I did bring this up in that train wreck thread, a few people had the idea of unique WW Class Mastery, then it got lost under all the "no I want to be broken op" comments.
Darkness734 wrote: »wow they are starting to gut the werewolf refresh with these nerfs. SMH. seriously as DEVs how can you guys cater the the vocal minority and try to balance a game that is UNDERGOING A COMPLETE CLASS REFRESH. That makes absolutely no sense, THE WHOLE GAME WILL BE UNBALANACED EVERYTIME A REFRESH IS IMPLEMENTED. Theres no point in refreshing then nerfing the refresh right back into the ground where it previously was so a refreshed class is equal-ish to a non refreshed class.
The werewolf refresh is what got me interested in ESO again but if they keep gutting it I definitely won't be returning.
Werewolves need weapon passives btw. it will help with build diversity


Darkness734 wrote: »wow they are starting to gut the werewolf refresh with these nerfs. SMH. seriously as DEVs how can you guys cater the the vocal minority and try to balance a game that is UNDERGOING A COMPLETE CLASS REFRESH. That makes absolutely no sense, THE WHOLE GAME WILL BE UNBALANACED EVERYTIME A REFRESH IS IMPLEMENTED. Theres no point in refreshing then nerfing the refresh right back into the ground where it previously was so a refreshed class is equal-ish to a non refreshed class.
The werewolf refresh is what got me interested in ESO again but if they keep gutting it I definitely won't be returning.
Werewolves need weapon passives btw. it will help with build diversity
luckiestlycan wrote: »Honestly, from what I've seen I honestly don't think werewolf needed to get nerfed so soon, it sounds more like Conservative Energy needed the nerf; I don't want to feel like I have to play a Sorc Werewolf to be an effective Werewolf.
And Rip and Tear getting it's healing brutalized was not desired, like atleast to me, having good self survivability feels incredibly thematic for Werewolf.
Yeah the nerf to Rip and Tear is a shame. I need to test it in the IA but I suspect it's gonna be rough.
Solo PvE werewolves matter too.
I also feel like the main issue wasn't with Rip and Tear being overpowered (i mean, maybe a little, but not this much) but the fact the other morph doesn't have enough going for it to be worth taking.
huskandhunger wrote: »Since we are making Werewolf Berserker bleed come down from the 4 seconds in PVE to the diminutive 1 second in PVP, could we simply replace this and find something more impactful for damage and thematic for a werewolf that is supposed to go on a rampage please? @ZOS_Kevin 1 second just seems not so noticeable at all I'm a afraid.
The recent nerfs really are missing the mark and I would suggest reverting them or coming up with alternative ideas and going back to the drawing board.
At this point I would rather have the werewolf kit on Live with the visuals and sound effects of the PTS.
This is a failure, werewolf players deserve better.
YandereGirlfriend wrote: »Pretty sure you're just theorycrafting out of pocket here.
Wait for the CMXs and actual data to come in before concluding that something is "dead".
huskandhunger wrote: »Since we are making Werewolf Berserker bleed come down from the 4 seconds in PVE to the diminutive 1 second in PVP, could we simply replace this and find something more impactful for damage and thematic for a werewolf that is supposed to go on a rampage please? @ZOS_Kevin 1 second just seems not so noticeable at all I'm a afraid.
The recent nerfs really are missing the mark and I would suggest reverting them or coming up with alternative ideas and going back to the drawing board.
At this point I would rather have the werewolf kit on Live with the visuals and sound effects of the PTS.
This is a failure, werewolf players deserve better.