YffresTrill wrote: »I am not thrilled by the Core of Flame change specifically for difficult solo PVE. This combined with the Elemental Sustainability nerf will quite significantly affect my ability to solo vet dungeons and play on Vestige.
Would it not be possible to nerf it further in PVP (since that is what PVP'ers seem to want) while keeping it as is in PVE, instead of this lukewarm change that pleases no one?
madmufffin wrote: »The other ele drain is still free if you need a breach source. You also get breach on DK with disintegrating so don't really need sus anyways.
You are obliterating werewolf sustain significantly and hitting PvE as well for anything ‘outside of Rampage’. At first I thought with the community sentiment ‘to nerf CoE next’ (most suggestions were between 1-5% missing resources per tick in PvP) that ‘infinite sustain’ was going away and despite werewolf damage being removed and it shifting to a ‘sustain playstyle’ instead, that this was ‘how it was going to have to be’ due to belated future reworks-
-however, the actual and community-driven adjustment to Core of Flame (going from 15% to 12%) changes little to nothing in the way of actual Dragonknight sustain in PvP (so still near-infinite bi-stat sustain for them).
At 25,000 mag and only 2,000 mag left (in other words, 23k mag ‘missing’), casting CoE still results in an instant tick of roughly 2,760 mag instantly (and significant sustain, decent healing, and a burst move) and then that same tick again every 2 seconds for 4 seconds (so 8,280 mag in 4 seconds not including everything else it does)…
What else in the game even comes close? Not even werewolf has ‘infinite mag’ like that. I get usually 4-5 heals out of rampage and I’m completely out of mag on anything but a sorc… however now off of a sorc my sustain is hyper-limited, I have 0 burst moves outside of proc sets, and yet I’m meant to compete in the face of ‘infinite sustain’ reworks?
[*]Nightblade
- Strife now grants a unique damage bonus that increases your damage done by 1% for every 10% Health you have, while it is active.
- We’ve also seen pushback on the cost increases, which we are still evaluating further adjustments to. We’re very cautious to reintroduce the skill to the same degree of power it was in the Summerset era.
You are obliterating werewolf sustain significantly and hitting PvE as well for anything ‘outside of Rampage’. At first I thought with the community sentiment ‘to nerf CoE next’ (most suggestions were between 1-5% missing resources per tick in PvP) that ‘infinite sustain’ was going away and despite werewolf damage being removed and it shifting to a ‘sustain playstyle’ instead, that this was ‘how it was going to have to be’ due to belated future reworks-
-however, the actual and community-driven adjustment to Core of Flame (going from 15% to 12%) changes little to nothing in the way of actual Dragonknight sustain in PvP (so still near-infinite bi-stat sustain for them).
At 25,000 mag and only 2,000 mag left (in other words, 23k mag ‘missing’), casting CoE still results in an instant tick of roughly 2,760 mag instantly (and significant sustain, decent healing, and a burst move) and then that same tick again every 2 seconds for 4 seconds (so 8,280 mag in 4 seconds not including everything else it does)…
What else in the game even comes close? Not even werewolf has ‘infinite mag’ like that. I get usually 4-5 heals out of rampage and I’m completely out of mag on anything but a sorc… however now off of a sorc my sustain is hyper-limited, I have 0 burst moves outside of proc sets, and yet I’m meant to compete in the face of ‘infinite sustain’ reworks?
Not to mention the nerf to damage to rip and tear.
-Sustain nerfed
-Damage nerfed
-Healing nerfed
If wolves do not have high sustained damage then they should have access to burst damage.

KahunaKhan wrote: »While the combat team is on the topic of balance adjustments I would like to throw into the ring taking a look at Sorcerer's Conservation of Energy / Blood Magic healing? I might be a minority opinion but I think the healing should be toned down by a minor amount-- they've already got the best defensive/mobility skill in the game with streak which every sorc in bgs, ic, whatever can and does spam multiple times in a row. The constant healing is also arguably one of the stronger factors as to why sorc ww is so beefy. Maybe a change like making it so it doesn't proc off of core combat abilities like break free or bash.
Put simply it's just tedious and obnoxious to play against in a similar way to how current dk with heart of flame is.
Erickson9610 wrote: »You are obliterating werewolf sustain significantly and hitting PvE as well for anything ‘outside of Rampage’. At first I thought with the community sentiment ‘to nerf CoE next’ (most suggestions were between 1-5% missing resources per tick in PvP) that ‘infinite sustain’ was going away and despite werewolf damage being removed and it shifting to a ‘sustain playstyle’ instead, that this was ‘how it was going to have to be’ due to belated future reworks-
-however, the actual and community-driven adjustment to Core of Flame (going from 15% to 12%) changes little to nothing in the way of actual Dragonknight sustain in PvP (so still near-infinite bi-stat sustain for them).
At 25,000 mag and only 2,000 mag left (in other words, 23k mag ‘missing’), casting CoE still results in an instant tick of roughly 2,760 mag instantly (and significant sustain, decent healing, and a burst move) and then that same tick again every 2 seconds for 4 seconds (so 8,280 mag in 4 seconds not including everything else it does)…
What else in the game even comes close? Not even werewolf has ‘infinite mag’ like that. I get usually 4-5 heals out of rampage and I’m completely out of mag on anything but a sorc… however now off of a sorc my sustain is hyper-limited, I have 0 burst moves outside of proc sets, and yet I’m meant to compete in the face of ‘infinite sustain’ reworks?
Not to mention the nerf to damage to rip and tear.
-Sustain nerfed
-Damage nerfed
-Healing nerfed
If wolves do not have high sustained damage then they should have access to burst damage.
Rip and Tear had its damage nerfed during the Update 50 PTS, not the Update 51 PTS. What changed in the Update 51 PTS was a tooltip update; specifically, to fix this inconsistency seen on Live:
If you compare the damage of Rip and Tear with and without Blood Hunger stacks, it remains the same. But if you compare the healing, you'll notice that the healing is higher when a stack of Blood Hunger is consumed. There was no change to Rip and Tear in Update 51 aside from the cost increase; we've been fighting without this supposed damage buff the entire time this patch.
This is not something that is reflected in the tooltip, and if you want to test this for yourself, you'll want to make sure you isolate the increase from Blood Hunger from the increase from Ferocious Roar's Major Courage, Feeding Frenzy's Minor Force and 6% Damage Done, and Bloodclaws' healing.
Erickson9610 wrote: »You are obliterating werewolf sustain significantly and hitting PvE as well for anything ‘outside of Rampage’. At first I thought with the community sentiment ‘to nerf CoE next’ (most suggestions were between 1-5% missing resources per tick in PvP) that ‘infinite sustain’ was going away and despite werewolf damage being removed and it shifting to a ‘sustain playstyle’ instead, that this was ‘how it was going to have to be’ due to belated future reworks-
-however, the actual and community-driven adjustment to Core of Flame (going from 15% to 12%) changes little to nothing in the way of actual Dragonknight sustain in PvP (so still near-infinite bi-stat sustain for them).
At 25,000 mag and only 2,000 mag left (in other words, 23k mag ‘missing’), casting CoE still results in an instant tick of roughly 2,760 mag instantly (and significant sustain, decent healing, and a burst move) and then that same tick again every 2 seconds for 4 seconds (so 8,280 mag in 4 seconds not including everything else it does)…
What else in the game even comes close? Not even werewolf has ‘infinite mag’ like that. I get usually 4-5 heals out of rampage and I’m completely out of mag on anything but a sorc… however now off of a sorc my sustain is hyper-limited, I have 0 burst moves outside of proc sets, and yet I’m meant to compete in the face of ‘infinite sustain’ reworks?
Not to mention the nerf to damage to rip and tear.
-Sustain nerfed
-Damage nerfed
-Healing nerfed
If wolves do not have high sustained damage then they should have access to burst damage.
Rip and Tear had its damage nerfed during the Update 50 PTS, not the Update 51 PTS. What changed in the Update 51 PTS was a tooltip update; specifically, to fix this inconsistency seen on Live:
If you compare the damage of Rip and Tear with and without Blood Hunger stacks, it remains the same. But if you compare the healing, you'll notice that the healing is higher when a stack of Blood Hunger is consumed. There was no change to Rip and Tear in Update 51 aside from the cost increase; we've been fighting without this supposed damage buff the entire time this patch.
This is not something that is reflected in the tooltip, and if you want to test this for yourself, you'll want to make sure you isolate the increase from Blood Hunger from the increase from Ferocious Roar's Major Courage, Feeding Frenzy's Minor Force and 6% Damage Done, and Bloodclaws' healing.

Techwolf_Lupindo wrote: »Hmm...Sorc is missing there. The SORC is the reason werewolves are so strong now. That one class passive by itself is buffing the werewolf massly. Fix that and werewolf will be properly balanced without all the other nerfs in U51 PTS.