Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.
And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.
Look at what has happened with Dragonknight.
DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.
Meanwhile, look at what they’re allowing elsewhere.
Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.
Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable
And this is where the balancing decisions start feeling completely backwards.
Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.
The state of ESO PvP is beyond disappointing.
The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.
And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.
After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.
It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.
@ZOS_Kevin do you or anyone thats part of the PVP combat team, play PVP competitively ?
Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.
And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.
Look at what has happened with Dragonknight.
DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.
Meanwhile, look at what they’re allowing elsewhere.
Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.
Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable
And this is where the balancing decisions start feeling completely backwards.
Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.
The state of ESO PvP is beyond disappointing.
The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.
And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.
After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.
It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.
@ZOS_Kevin do you or anyone thats part of the PVP combat team, play PVP competitively ?
Streak is strong but Streak has proper downsides which make it fine:
Streak is only 15m in range whereas most other gap closers are 22m in range, meaning that if a Sorc Streaks away from an attacker they're not necessarily out of range.
Streak has a progressive cost, so every time a player casts it the costs increases by 33%. Even with CoE, spamming Streak is going to eat into a players pool because CoE doesn't deliver that much resource. The CoE passive definitely makes Streak more viable to cast repeatedly than it used to be but it's still not a free-for-all to just Streak spam across the map.
Streak is undodgeable and unblockable but it's not totally unavoidable. Some of the more powerful mobility skills in the game like RaT or DK & Warden's wings, all provide Expedition. Movement speed buffs are a common method of damage and status mitigation.
A player with movement speed can sometimes avoid the stun of Streak by simply strafe moving since Sreak has a wind up animation after it's cast, before the Streak takes place. Streak is a linear commitment so if a player can quickly move off sides they can potentially avoid the stun if they have enough distance between them and the caster.
Streak also doesn't provide any I-frames so Sorcs casting the skill aren't immune from damage or status effects.
Streak is a solid skill and has plenty of effectiveness but it's not as though there aren't other strong mobility skills in combat.
Even after the layoffs, estimates suggest ZOS may still have somewhere around 224–281 employees. Obviously, not every single one of those people works on combat or class balance, but we’re still talking about a sizeable development studio. At this point, it’s difficult to accept “lack of resources” as an excuse for the state of class balance. With proper organisation, priorities and enough people actually assigned to combat, the major class reworks could be completed in a relatively short period of time (a month even). Instead, it often feels like the problem is productivity and priorities. Like many large companies, it’s very easy for inefficiency to creep in and for people to get away with producing far less than they realistically could.
And that’s what makes the direction of ESO so frustrating. It increasingly feels as though the priority is simply to milk an established game rather than seriously improve it, and frankly, that feeling hasn’t appeared overnight. It’s been building for the better part of a decade.
Look at what has happened with Dragonknight.
DK was arguably one of the weakest classes during the subclass meta. To compete, you had DKs running ridiculous setups involving sets like Pyre and Relequen, where essentially the sets were playing the game rather than the class or the player. ZOS finally reworked DK, only to turn around and hammer it again by ruining its sustain and destroying it’s Molten Whip damage, which you know, it can be blocked anyways. Flame lash is the only good change, this thing had no reason being so busted in PVP.
Meanwhile, look at what they’re allowing elsewhere.
Werewolves can still benefit from class masteries while having enormous damage, extremely strong healing and an incredibly effective one-bar playstyle. Sorcerer, somehow continues escaping the treatment DK receives despite having some incredibly strong passives (actually strongest ones by far), infinite sustain, huge burst potential and one of the strongest mobility tools in PvP: Streak.
Streak is just ridiculous. Teleport has no room in a PvP game. With the sustain available through subclassing/masteries, Sorcs can now spam it until Jesus’s second coming while maintaining tremendous pressure as it can do 10k+ damage. Oh it’s also unblockable and undodgeable
And this is where the balancing decisions start feeling completely backwards.
Sorcerer is one of the easiest classes for less experienced players to get value from while simultaneously having an extremely high level of effectiveness in experienced hands. Yet rather than properly addressing the things that make Sorc oppressive, ZOS repeatedly seems to hit classes capable of challenging it. Whether that’s because Sorc has a huge player population, because changing it would upset too many players, or for some other reason, people can draw their own conclusions. But the result is the same: the balancing decisions on this post make increasingly little sense.
The state of ESO PvP is beyond disappointing.
The skill ceiling feels increasingly compressed. Gear, sets, CP and whatever the current overtuned interaction happens to be have far too much influence compared with individual mechanical skill. When sets and passive interactions are doing so much of the work, winning stops feeling like you outplayed somebody and starts feeling like you brought the better spreadsheet. In plain words, PvP is about gear and cp.
And now we’re apparently supposed to accept a situation where Sorcs, a class that hasn’t been reworked yet can have far better sustain than DKs, deliver damage faster and better, maintain enormous mobility through Streak, while DK gets its sustain and one of its defining offensive abilities knocked down again.
After years of this cycle, these latest changes may finally be the point where it’s simply time to move on to another game. ESO PvP could be so much better than this, which is exactly what makes watching these decisions happen over and over again so frustrating.
It’s painfully obvious too, that the people responsible for those changes and the shambles of the PVP state since subclassing, just test these changes casually and not competitively.
@ZOS_Kevin do you or anyone thats part of the PVP combat team, play PVP competitively ?
Streak is strong but Streak has proper downsides which make it fine:
Streak is only 15m in range whereas most other gap closers are 22m in range, meaning that if a Sorc Streaks away from an attacker they're not necessarily out of range.
Streak has a progressive cost, so every time a player casts it the costs increases by 33%. Even with CoE, spamming Streak is going to eat into a players pool because CoE doesn't deliver that much resource. The CoE passive definitely makes Streak more viable to cast repeatedly than it used to be but it's still not a free-for-all to just Streak spam across the map.
Streak is undodgeable and unblockable but it's not totally unavoidable. Some of the more powerful mobility skills in the game like RaT or DK & Warden's wings, all provide Expedition. Movement speed buffs are a common method of damage and status mitigation.
A player with movement speed can sometimes avoid the stun of Streak by simply strafe moving since Sreak has a wind up animation after it's cast, before the Streak takes place. Streak is a linear commitment so if a player can quickly move off sides they can potentially avoid the stun if they have enough distance between them and the caster.
Streak also doesn't provide any I-frames so Sorcs casting the skill aren't immune from damage or status effects.
Streak is a solid skill and has plenty of effectiveness but it's not as though there aren't other strong mobility skills in combat.
Not only that but also calling toning down core of flame sustain from 45% missing resources to 36% missing resources '' ruining its sustain''. I had to check the notes again to see if i missed something ...
Whats crazy is dk sustain is so good that 36% is probably still way too much. We'll have to check and see tomorrow though.
Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
Zyaneth_Bal wrote: »Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
You can’t nerf ww by nerfing conservation of energy because it’s not a ww skill.
If it’s rly that much of an issue then ww shouldn’t be able to benefit from class masteries at all, problem solved, no need to gut everything. Now you can play ww on every class equally, exactly what all of you are asking for.
VinnyGambini wrote: »Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
Fully agree, ZOS please check consercation of energy, literally every single WW is a sorcerer because of this passive. @ZOS_Kevin please check.
Exactly! All of these "I play Nightblade" people are all brawlers. They're not really Nightblades. They've spent a decade floating between classes, whatever ZOS inadvertently made the cheese brawler build of the update. All they do is brawl. They don't know how to play any other play style. Face tank, run around rocks or trees, back bar heal and be a tank until resources fill back up. Press the one button scripted to do their whole burst combo. Repeat. It's all they know how to do and they design the exact same setup for whatever class has the cheese of the month. Take away Rallying Cry and whatever burst combo ZOS didn't figure out to be over-tuned for the patch and their build fails. Same every update.HazelnutSquash wrote: »From my point of view, sorc and nightblade have unique PvP playstyles while everything else falls into the same (boring) brawler category. Also, no, I did not see this coming. Unlike DK, WW, and to some extent sorcs by their sustain passive, nightblade is not actually in a competitive spot in PvP.
Zyaneth_Bal wrote: »Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
You can’t nerf ww by nerfing conservation of energy because it’s not a ww skill.
If it’s rly that much of an issue then ww shouldn’t be able to benefit from class masteries at all, problem solved, no need to gut everything. Now you can play ww on every class equally, exactly what all of you are asking for.
Zyaneth_Bal wrote: »Panderbander wrote: »Werewolf Skill Cost Changes
The changes feel like an attempt to balance Conservation of Energy by increasing the cost of skills on Werewolf.
And i guess it does make a certain sense, sorcerer werewolf is a problem due to having an overabundance of sustain in pvp.
But this change feels terrible on Arcanist Werewolf, Warden Werewolf, Templar Werewolf, Nightblade Werewolf, DragonKnight Werewolf and Necromancer Werewolf.
So while it does somehow bring sorcerer Werewolfs sustain in line (though not even that well), it prevents the vast majority of classes from using Werewolf in pvp.
The changes to Hircine's Fortitude also feel like an attempt to bring werewolfs potential for healing more in line with other builds. But again most of the healing for a werewolf, specially a sorcerer werewolf comes from Rip and Tear and again Conservation of Energy.
This means the nerfs won't affect Sorcerer Werewolf with Conservation of Energy much as they will be able to sustain and heal relatively well with Conservaton of Energy and Rip and Tear and in the meanwhile none of the other classes will be able to use werewolf for pvp.
In my opinion this will require an other nerf further down the line because the werewolf changes miss the mark for the most part.
In my opinion the cost changes for werewolf should be reverted, rip and tear healing nerfed and hircines fortitude buffed to compensate. And finally, conservation of energy should have its healing and sustain reduced with battle spirit active.
Because the werewolf changes are very reasonable when viewed with conservation of energy sorcerer ww in mind but when wieved as 'pure' ww changes, they make the archetype borderline unplayable while leaving the biggest problem with the archetype, that being the healing on rip and tear and sorcerer conservation of energy class mastery, alone.
I actually 100% agree with the assessment here. Nerf Conservation of Energy (it's not just problematic on werewolves) and reallocate healing power from the passive Rip and Tear into Hircine's Fortitude/Rage.
I'd argue in addition to the reallocation that Hircine's Rage requires additional scaling. There's no reason I should have 6k+ WD and still see Fortitude pulling better numbers when the build is clearly leaning towards damage at that point. The current system just incentivises high health even more.
You can’t nerf ww by nerfing conservation of energy because it’s not a ww skill.
If it’s rly that much of an issue then ww shouldn’t be able to benefit from class masteries at all, problem solved, no need to gut everything. Now you can play ww on every class equally, exactly what all of you are asking for.
NovelliESO wrote: »It is still much too high, but its better than nothing.
Balanced Warrior changes are pretty neat. BUT, Templar is already a little overloaded defensively, so to make room for the new Balanced Warrior, please consider nerfing Living Dark heal a wee bit.
10 years ago nightblades, mostly stamblades tbh, were dangerous. They were squishy, they were killable, but I found you had to match your game to their playstyle. Your brain needed to speed up. Nightblades were said to have a learning curve and high skill ceiling. To an extent, they brought that learning curve with them, if you ended up in a 1v1 with one. You had to play like them. You ended up feeling squishy, due to their high damage, while they were naturally squishy, if they specced for such damage. You arguably had to master the game more in terms of base game mechanics, blocking, dodge rolling, and decision speed than against other classes. Even more so, if you were ganked, of course.It's a high risk high reward play style. You used to know who was on a "1vX" build and on their back bar so you would definitely not target them, because if you did, you'd die. But now this invulnerability extends to pretty much everyone now in Cyrodiil who isn't new to PvP. The builds are all on video sites for anyone to copy.
So now everyone has stacked to the sky shields plus 35, 40, 45, 50K health, and can press one skill to heal them to full after a player with 18K health that is chock full of damage, pen, and crit just emptied their full burst onto their target while they were just sitting on their horse in the middle of a field. The target dismounts, hit 1-2 skills and they're healed to full and have shields up.
Balanced Warrior needs to scale more aggressively, earlier on.
At present; this thing is terrible.
