Are any of these topics about werewolf at all, or just other things?
Inari Telvanni wrote: »I'm a little sad to see that the feedback I've been pushing about werewolf emotes has gone seemingly ignored or unseen...
The potential of werewolves having emotes again after all these years had me very excited.
ZOS_JessicaFolsom wrote: »Hey all, thank you for the feedback in this week's PTS Summary, and the follow-up questions about specific topics. We're checking back in with the respective dev teams who are working on the topics you've asked about above and will follow up on what we can next week.
Are any of these topics about werewolf at all, or just other things?
Come on @coop500- I’m only seeing 1 answer to that unless I’m egregiously wrong and they’re doing a 180 on everything they’ve done feedback-wise up until this point (of the game for werewolf) and neither of us appreciates that.
This is easy to write off as ‘the players want too much’ or ‘you can’t please them all’… but if you really thinking about it- this is the result after a decade (animations are good… balance hmmmmmm)… Anyone that has been looking forward to these changes and has been following these notes and the clear and obfuscated data along with general sentiment would rightfully be disappointed in this result.
I have to ask, Jessica has responded to me before on simple questions like that. But don't get me wrong, I'm depressed as hell, I knew this would happen and people didn't believe me. Even now people are pushing for more nerfs, and the devs have no reason to care
They wouldn't go through all this effort to remake all the effects and animations and listening to feedback (often negative) over and over to fine tune the appearance of Werewolf. Clearly they care to deliver a satisfying experience. Saying over and over they don't care does a great disservice.
How I understand it is that they overbuffed it last week, and now will dial it back a bit again. Meaning it should still be better than the week before that. If not, we can still crash out.
ZOS_JessicaFolsom wrote: »Are any of these topics about werewolf at all, or just other things?
Yep! That's on the list of things we're checking on with respective teams for some additional context and answers.Inari Telvanni wrote: »I'm a little sad to see that the feedback I've been pushing about werewolf emotes has gone seemingly ignored or unseen...
The potential of werewolves having emotes again after all these years had me very excited.
Sorry, @Inari Telvanni, for some reason I thought we'd provided an answer for that one already and it looks like we didn't. I actually have an answer am writing it up now, and am going to respond in this thread. To set expectations, though, unfortunately it isn't something we're able to do at this time (though we would genuinely love to.)
How I understand it is that they overbuffed
How I understand it is that they overbuffed
I’m not even going to bother anymore with taking the right part of the snippet, they did nothing but nerf it last week- maybe you’re mistaken. This is the exact type of phrasing they used prior before we received those nerfs and that was correctly identified too.
We say ‘they don’t care about our feedback’ as it’s been 10 years since werewolf has released and outside of a couple of patches it has always been the ridiculously suboptimal option at everything it does. I can roleplay as a werewolf all I want either way- I can do that on live and I can do that on PTS.
I wanted werewolf to have a FRACTION of what everyone else I’m fighting has and uses to overpower me in efficiency in EVERY fight. I wanted 1 singular burst move, I wanted 1 hot (I did not need/ask for “healing while using your direct damage spammable in melee), I didn’t want my only on-demand heal NERFED from live, and I didn’t want my berserker “DoT” to be reduced to 1 fluffin’ second from live.
That’s why I’m personally saying that they can at least either bench the rework and finish this up and the end of the rework cycle, or port the animations now and bench the skills rework later (you can simply keep QoL like bite attack cadence, and Pounce either/or conversion for now). This is a beyond reasonable request at this point.
Werewolf in its current capacity is far too exploitable on one end and far too weak when you aren’t exploiting on the other…. nobody remotely concerned with the balance of werewolf right now wins. They aren’t appearing to listen to feedback demonstrating how to properly remove fringe interactions while healthily restoring some of what has been lost from even live. Hekk, buffs of any kind don’t even appear to be on the table for werewolf- no matter how you request for it.
How I understand it is that they overbuffed
I’m not even going to bother anymore with taking the right part of the snippet, they did nothing but nerf it last week- maybe you’re mistaken. This is the exact type of phrasing they used prior before we received those nerfs and that was correctly identified too.
We say ‘they don’t care about our feedback’ as it’s been 10 years since werewolf has released and outside of a couple of patches it has always been the ridiculously suboptimal option at everything it does. I can roleplay as a werewolf all I want either way- I can do that on live and I can do that on PTS.
I wanted werewolf to have a FRACTION of what everyone else I’m fighting has and uses to overpower me in efficiency in EVERY fight. I wanted 1 singular burst move, I wanted 1 hot (I did not need/ask for “healing while using your direct damage spammable in melee), I didn’t want my only on-demand heal NERFED from live, and I didn’t want my berserker “DoT” to be reduced to 1 fluffin’ second from live.
That’s why I’m personally saying that they can at least either bench the rework and finish this up and the end of the rework cycle, or port the animations now and bench the skills rework later (you can simply keep QoL like bite attack cadence, and Pounce either/or conversion for now). This is a beyond reasonable request at this point.
Werewolf in its current capacity is far too exploitable on one end and far too weak when you aren’t exploiting on the other…. nobody remotely concerned with the balance of werewolf right now wins. They aren’t appearing to listen to feedback demonstrating how to properly remove fringe interactions while healthily restoring some of what has been lost from even live. Hekk, buffs of any kind don’t even appear to be on the table for werewolf- no matter how you request for it.
I meant PvE. Coop cares about PvE only, and it was buffed in that regard last week and they announced PvE nerfs for next patch.
YandereGirlfriend wrote: »"It also goes to show how difficult it is to balance WW while it still has all of these complicated interactions with other game systems, be that Class Masteries, Mythics, etc. I am not sure if it is possible to actually achieve.
YandereGirlfriend wrote: »Also want to continue to bang the drum for additional non-keystone set bonus reworks!
There are a number of PvE trial support sets as well as missed PvP sets that would be nicely jazzed-up and given new life with just a small tweak to their bonuses.
PvE:
Martial Knowledge
Elemental Catalyst
Z'en's Touch
Powerful Assault
PvP:
Battalion Defender
Buffer of the Swift
Desert Rose
Imperial Physique
Lamp Knight's Art
Netch Oil
Reactive Armor
Tracker's Lash
Feel free to add more below!
I think that basic heuristic is that if it is a DPS/DPS-support set that has an unhelpful Max Stats bonus -> change it to a better damage-dealing bonus (e.g. Weapon Damage, Crit Chance or Pen) and if it is a tank/survival set with Max Stats -> change it to a better survival bonus (e.g. Health, Armor or Crit Resist).
I
meant PvE. Coop cares about PvE only, and it was buffed in that regard last week and they announced PvE nerfs for next patch.
I
meant PvE. Coop cares about PvE only, and it was buffed in that regard last week and they announced PvE nerfs for next patch.
Honestly, I feel horrible for @coop500. I’m so busy trying to debate on how our kit received a base nerf from live and that we need better balancing on both ends and they are legitimately a one-person army that is trying to hold back a raging storm.
What’s even worse to think about is they represents many in that same boat that are going to be equally disappointed that werewolf isn’t allowed to have cleave, but also can’t have in-line high ST damage either so they go back to being not-remotely-close to anyone and taking all the penalties of being a ‘meme’ spec.
Even I’m interested in getting serious with a WW PvE spec but if the howl is the only spec that can pull over 140k, that just isn’t going to be viable. We’ll wait to see adjustments there but yet another example of ‘what could have been’.
So Coop, I thank you for trying. Trust me when I say you may not care about PvP but we all have tried nonetheless.
YandereGirlfriend wrote: »"It also goes to show how difficult it is to balance WW while it still has all of these complicated interactions with other game systems, be that Class Masteries, Mythics, etc. I am not sure if it is possible to actually achieve.
I mean, they do this to themselves and that doesn’t mean we should be removed completely from everything. I don’t want a Vengeance werewolf either.
We create this convoluted ult sustain system (which you’d think would merit us getting some kind of ult-level strength) that is either non consequential (Packleader) or down right over bearing when not always in an active fight or near corpse (Berserker)… completely nerf our main spammable from live, but then give it a guaranteed status effect…
Then- they release a mythic that gives you random status effects and status effect damage based on your ultimate (I mean come on here haha)
~~~
THEN, also release class masteries at THE EXACT SAME time as werewolf (which are… just really strong class passives for underperforming class combinations) but don’t adjust for werewolf 5, choose 2 and allow it to benefit that way in a more contained fashion
~~~
AND THEN you put all of this in a vacuum of dueling with no ability to test in anything remotely realistic like small scale/large scale because, you know, Vengeance only werewolf…
and you get these woefully skewed parses and legitimately downright broken interactions. But only because it was arguably self-inflicted.
///
@YandereGirlfriend - I mean come on, we never even had a chance to play ball when you think about it it 🎾
https://www.youtube.com/watch?v=CusEvo5SMDgGlad to hear the team is continuing to monitor PVP balance on the PTS! It's been great seing all the changes based on feedback these past few PTS cycles. Hope we'll be seeing an adjustment to the conservation of energy passive's healing next week!
Looking forward to seeing next week's changes and continuing to provide feedback.
Glad to hear the team is continuing to monitor PVP balance on the PTS! It's been great seing all the changes based on feedback these past few PTS cycles. Hope we'll be seeing an adjustment to the conservation of energy passive's healing next week!
Looking forward to seeing next week's changes and continuing to provide feedback.
Changes based on feeback? Like nerfing NB every week while everyone were saying NB needs buffs?
Glad to hear the team is continuing to monitor PVP balance on the PTS! It's been great seing all the changes based on feedback these past few PTS cycles. Hope we'll be seeing an adjustment to the conservation of energy passive's healing next week!
Looking forward to seeing next week's changes and continuing to provide feedback.
Changes based on feeback? Like nerfing NB every week while everyone were saying NB needs buffs?
React just specifically cared about killing WW and got what he wanted, sadly he doesn't actually care about true balance. I'm sorry about your class, as someone who has a pureclass NB too, that's sad to see.
ZOS_JessicaFolsom wrote: »To set expectations, though, unfortunately it isn't something we're able to do at this time (though we would genuinely love to.)
WuffyCerulei wrote: »For werewolf, PLEASE USE BATTLE SPIRIT TO BALANCE THINGS!! Don’t affect PVE because pvpers are the loudest and whiniest out of the two playstyles. Using Battle Spirit keeps things in check ONLY for PVP.
If findings here are true that the numbers on PTS are now worse than Live, then it's an issue. But nobody should be campaigning to have it become comparable to the strongest PvE Damage Dealers. It's my opinion that it should be more akin to Oakensoul Builds or Ayleid Torc, which many many players use daily to deal over 100k DPS in PvE, absolutely enough for the vast majority of content.
Yeah, I don't see the point of nerfing nightblade in PvE. Pureclass nightblades aren't really doing that high damage when compared to other pure classes, like sorc. If all things, they should get additional buffs actually. I went from live to PTS, went from 125k to 165k which is a big jump in power but sorcs can push 220k which is... yeah...
PvP-wise they should get buffs as well, at least that's from what I saw in other posts -- I don't really play PvP.
Like, go wild with nerfing the passives once the class has been rebalanced. Now's not the time when there's a huge gap if maximum values.
Turtle_Bot wrote: »Yeah, I don't see the point of nerfing nightblade in PvE. Pureclass nightblades aren't really doing that high damage when compared to other pure classes, like sorc. If all things, they should get additional buffs actually. I went from live to PTS, went from 125k to 165k which is a big jump in power but sorcs can push 220k which is... yeah...
PvP-wise they should get buffs as well, at least that's from what I saw in other posts -- I don't really play PvP.
Like, go wild with nerfing the passives once the class has been rebalanced. Now's not the time when there's a huge gap if maximum values.
Enough with the misinformation from salty NB mains that just rely on clickbait youtube parses that are cheesed into oblivion to reach unrealistic numbers that are never seen in real content....
Sorcs haven't been able to push 220k since week 1 of PTS (pre-nerf) and that was only using a specific parse cheesing build that is not viable in actual content and it was already over nerfed in week 3.
More parses were done post week 3 nerf and sorc barely parsed 170k DPS using the full cheese build (55k DPS loss using the full cheese build), additional parses were done without that cheese build and sorc was parsing 140-150k DPS (15k to 25k less than your NB parse).
I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.
From what I know, at least for the last 5 years, they pretty much did represent the power difference also in content too (specifically talking about trials). A skilled player able to achieve high values on a parse dummy will also be able to update the build according to actual content requirements -- except for HA builds.Turtle_Bot wrote: »I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.
From what I know, at least for the last 5 years, they pretty much did represent the power difference also in content too (specifically talking about trials). A skilled player able to achieve high values on a parse dummy will also be able to update the build according to actual content requirements -- except for HA builds.Turtle_Bot wrote: »I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.