Maintenance for the week of August 24:
• PC/Mac: No maintenance – August 24
The maintenance is complete, and the PTS is now back online and patch 12.1.3 is available.

Update 51 PTS – Week 3 Summary

  • pinkpom
    pinkpom
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    madmufffin wrote: »
    For the crystal weapon changes, I feel like it would be more welcome to just have the skill be one strong hit like ele/crushing weapon than multiple hits that diminishes massively in damage like the current version. If you're just going to make it 1 full damage hits and 2 tickles, don't even bother making the change. Doing that after adding the reverb restrictions is just gonna be a slap in the face of everyone who doesn't just stand on someone with hurricane. All forms of ranged sorc (most thematically appropriate build) are just getting dunked on with this.
    I think Crystal Weapon a skill that prioritizes ease of use over the power of a single hit.
    The developers gave Crystal Weapon a 6 second duration and Imbue Weapon a 2 second duration.
    The developers likely balanced Crystal Weapon as a skill that doesn't force the player into a hectic playstyle.
    We always used it for ganking, but I don't think that's the playstyle the developers intended.

    The developers have now granted Sorcerers the right to use both Crystal Weapon and Imbue Weapon.
    These are skills assigned different purposes. You can choose one of them to use.
  • VinnyGambini
    VinnyGambini
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    @ZOS_Kevin @ZOS_JessicaFolsom Thank you. The changes FINALLY going in the right direction.
  • MashmalloMan
    MashmalloMan
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    pinkpom wrote: »
    madmufffin wrote: »
    For the crystal weapon changes, I feel like it would be more welcome to just have the skill be one strong hit like ele/crushing weapon than multiple hits that diminishes massively in damage like the current version. If you're just going to make it 1 full damage hits and 2 tickles, don't even bother making the change. Doing that after adding the reverb restrictions is just gonna be a slap in the face of everyone who doesn't just stand on someone with hurricane. All forms of ranged sorc (most thematically appropriate build) are just getting dunked on with this.
    I think Crystal Weapon a skill that prioritizes ease of use over the power of a single hit.
    The developers gave Crystal Weapon a 6 second duration and Imbue Weapon a 2 second duration.
    The developers likely balanced Crystal Weapon as a skill that doesn't force the player into a hectic playstyle.
    We always used it for ganking, but I don't think that's the playstyle the developers intended.

    The developers have now granted Sorcerers the right to use both Crystal Weapon and Imbue Weapon.
    These are skills assigned different purposes. You can choose one of them to use.

    Imbue now has a 6s window instead of 2s window. In pvp at least, I'd rather take Imbue because Major Breach free's up a bar space, the extra ticks are miniscule which can be overshadowed by the psijic order passive orbs, it's cheaper, and the 1k unique pen is negligible.

    It seems they tacked on the 3rd tick last minute because they realized the Imbue change basically took away Crystal Weapons last ounce of unique identity which was fairly weak in the first place.

    Imo, OP is right, a multi hit REAL spammable is exactly what Sorc needs, but I'd rather them convert Endless Fury into a dynamic cost ability with that type of idea on the refresh. Crystal Weapon and Crystal Frag are meant as semi-spammables in that you cast them once every 2~3 seconds while still allowing for a traditional 1s spammable, albeit on the weaker side. Dual purpose.

    The 6s window is good, the 3 ticks is good, but the 1k pen and -% cost needs to be swapped out for a unique effect on each tick. Something like Sunder on tick 1, Minor Defile on tick 2, and Minor Cowardice on tick 3.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • pinkpom
    pinkpom
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    The 6s window is good, the 3 ticks is good, but the 1k pen and -% cost needs to be swapped out for a unique effect on each tick. Something like Sunder on tick 1, Minor Defile on tick 2, and Minor Cowardice on tick 3.
    Considering the "easy to use" concept that Crystal Weapon, cost reduction aligns with that concept. It likely won't be removed.
    Sundered is a status effect that deals additional damage to enemies when triggered. Dealing additional damage on top of a triple hit is too powerful. It is unbalanced.

    I think the only minor debuff that can likely be applied by Crystal Weapon is Minor Magickasteal.
    Crystal Weapon is not a skill primarily focused on debuffs.
    We might be better off expecting to gain minor buffs rather than minor debuffs.
  • Gupitoos
    Gupitoos
    merevie wrote: »
    Love that the sorc passive on werewolf is being managed. This will totally end all werewolf dominance in Pvp and you can forget about it and move onto fixing the necro-hamsters running the pvp servers.
    PS Anyone continuing to scream for WW nerfs beyond this point should be pointed towards the Wailing Wall or the starter combat tutorial.

    Agreed, WW is finally ok now, people can build so much weapon damage on it and hit for loads if they play it right.
  • madmufffin
    madmufffin
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    pinkpom wrote: »
    madmufffin wrote: »
    For the crystal weapon changes, I feel like it would be more welcome to just have the skill be one strong hit like ele/crushing weapon than multiple hits that diminishes massively in damage like the current version. If you're just going to make it 1 full damage hits and 2 tickles, don't even bother making the change. Doing that after adding the reverb restrictions is just gonna be a slap in the face of everyone who doesn't just stand on someone with hurricane. All forms of ranged sorc (most thematically appropriate build) are just getting dunked on with this.
    I think Crystal Weapon a skill that prioritizes ease of use over the power of a single hit.
    The developers gave Crystal Weapon a 6 second duration and Imbue Weapon a 2 second duration.
    The developers likely balanced Crystal Weapon as a skill that doesn't force the player into a hectic playstyle.
    We always used it for ganking, but I don't think that's the playstyle the developers intended.

    The developers have now granted Sorcerers the right to use both Crystal Weapon and Imbue Weapon.
    These are skills assigned different purposes. You can choose one of them to use.

    With the changes to reverb, that's not an acceptable stance imo. Sorc has no class spammable and is now even more reliant on one for its defensive kit. Crystal weapons needs to be brought to parity with other class spammables or one of the mage's skills needs to be reworked to he a spammable.
  • Gupitoos
    Gupitoos
    All ZOS has to do now is speed up the class reworks,
    they all must be concluded by end of 2027 - @ZOS_Kevin @ZOS_JessicaFolsom you have more than enough people, just pull some overtime and get them done so the game can thrive and grow. Instead of delivering any more dungeons or trials focus on sorting out the rest of the classes so we can finally stop this never ending cycle of buffs and nerfs and stop introducing new broken gear items which create further imbalance and warrant for more nerfs.

    Perhaps do what so many other successful mmos did in the past:

    Introduce a PvP set unique to each class or perhaps give each class three choices: one focused on tankiness, one on damage, and one on healing. Then introduce a universal back-bar set that everyone has access to granting essential stats for PvP such as critical resistance, weapon damage, magicka/stamina (same value like 1k of each), bit armor or 1k physical and spell resistance…

    Provided the class reworks are completed properly and the balance is sorted out, you wouldn’t need to constantly reinvent PvP after that. You could put far more of those resources into actually developing and expanding the game: new dungeons, Trials, PvP zones, Battleground maps and modes, DLCs that bring the story closer to some of the other Elder Scrolls games, and genuinely new forms of content.

    You could even take things to the next level and introduce naval PvP. Let players buy and customise their own ships, fight other players at sea, sink enemy vessels or board them and fight the opposing team for their cargo, loot, or some other meaningful reward. There is so much you could do with a system like that. Take a look at Assassins Creed Black Flag and Pirates of the Caribbean online (a concept people are still keeping alive nearly 20 years later, for an idea of how appealing that kind of gameplay can be).

    If you keep introducing broken gear sets and items, however, there are always going to be balance problems. People will constantly demand nerfs and buffs, another overpowered set will replace the previous one, and PvP will remain stuck in the same toxic balancing cycle it is in now.

    Unless the purpose of constantly introducing new gear is to encourage people to spend more money in the Crown Store, I don’t really understand the reasoning behind it. And even if monetisation is part of the goal, there are far more interesting ways of achieving it while simultaneously expanding the game. Bring naval combat into ESO with proper ship battles. Tie it into a DLC or something people have to pay for separately regardless of whether or not they are subbed.

    You could also put more effort into producing genuinely well-designed armour and weapon styles, because frankly, a lot of the existing ones aren’t particularly impressive. For the lack of a better word majority of them suck. Look at games such as Dark Souls or Black Myth: Wukong and compare the detail, textures and overall quality of their armour and weapons. Skyrim has better looking armors and weapons. Give players cosmetics that actually make them want to spend money.

    The basic philosophy for PvP should be simple: gear shouldn’t carry the player or do the work for them. Player skill should.

    And if creating entirely new class-exclusive PvP sets requires too many resources, you don’t even necessarily need to do that. You already have the Infinite Archive class sets. Rework and reutilise those for this purpose, giving each class a controlled selection of PvP-focused options.

    That would give you a much more manageable foundation for balancing PvP while freeing up development resources to actually expand ESO instead of endlessly trying to fix the problems created by the latest round of gear sets you introduced.
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    We have recently removed some unnecessary back and forth from this thread. This is a reminder to keep the discussion civil and constructive. Please keep our Community Rules in mind moving forward.

    The Elder Scrolls Online Team
    Staff Post
  • Wuuffyy
    Wuuffyy
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    Gupitoos wrote: »
    quote removed by moderation

    I normally wouldn’t give into such obvious bait but I feel the need to say only CoE, Static wolf was capable of ‘god mode’ post Signet (Warden mastery) nerf.

    Any wolf outside of CoE-wolf on live cannot ‘tank a Zerg’ and hope to maintain any significant level of damage.

    I had championed (and still will) to remove class masteries for werewolf in PvP after seeing the nerfs that aligned heavily with sorc masteries in place of potentially returning damage (tooltips were lowered post rework), healing (removing healing from bite and returning it to the only on-demand heal which sees at 43% percent nerf on the current PTS iteration to before the rework), and utility (to help with the ‘pressure’ playstyle without high sustain such as the major and minor defile we had).

    However it’s now very clear to be me after the sustain nerfs in PvE and the Static change that affects PvE, werewolf is no longer a true consideration for PvE and I highly doubt its upkeep there either for another 3-6 months; werewolf was considered to be objectively horrendous before the rework and it’s at a bad enough level post-nerfs in PvP that I’m saying as a player who did highly proficiently with werewolf despite its prior abysmal state-> we are at a point that it may be better to return werewolf to its previous balance state in all but animations, cadence (bite), and QoL (form sustain out of combat and ‘switch up’ on the leap/execute dot).

    They lied about making Magicka werewolf a reality.

    They lied about not wanting these PvP changes for werewolf to affect PvE (just-in static reverb nerf makes sorc wolf in PvE a non-reality for any competitive damage).

    They removed animations I paid for explicitly on a whim with a 2 sentence explanation that excuses nothing.

    They have made not even so much as a meaningful statement on any of the above points

    I tag these people who are suppose to be community reps for the entire community @ZOS_Kevin @ZOS_JessicaFolsom just like multiple others on the same issue who are rightfully frustrated, confused, and feel like constructive feedback is ignored and yet no response of any kind, not even a statement or acknowledgment is heard.

    If their goal is for werewolf to be a ‘meme spec’ and ‘not a viable playstyle’, I just want to know why so much effort was placed and why it was so much stronger on the PTS just to end up weaker in all the areas it is now while none of the tools from prior iterations are returned. I want to know this especially as I would like the official statement to know what to expect and ‘the why’ so I can honestly and truthfully make a more educated decision as to whether or not I continue in the seemingly never-ending nerf cycle.

    I would hope you’d understand why, as a paying customer, I am concerned for the part of the game I find to be the most irreplaceable.
    Edited by Wuuffyy on 22 August 2026 13:43
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    To the ‘No-PFPers’- you say that ‘werewolf is fine’ but my only on-demand heal, the burst heal, is up to 43% weaker (per another poster) than it was before the rework:

    ugvqur8i9sda.jpeg

    (this from a ‘same-build’ experiment from prior live to PTS week 2 found in my profile’s ’discussions’; the bottom number is now 10% less- provided this to visually show the disparity and sourcing for the 'up to 43%’ weaker)

    Which requires me to ‘build more health’.

    Attempting to maximize my ‘stam sustain’ (I’m in 6 medium with no minor resolve- could you imagine doing that in actual PvP?), keep my health high as I can, maintain damage for actual ‘pressure’ (I MUST have more damage-per-second considerably over any ‘ult-burst’ build), running Takeaway Broth (sub 15k mag pool), on an Imperial:

    rscgnp5bbjyg.png

    I'm running out of stam sustain in 18 seconds with absolutely 0 blocks, rolls, CCs, immobilizes on me what-so-ever.

    There simply isn't a way I can build that provides decent healing and decent stam sustain. Every other build in the entire game can do this EVEN if it isn't CoE and CoF. Why can't I on the 'no burst, pressure' playstyle?

    You're like- well his heal must be decent then if he's referring to having 'health with sustain'? No.

    My only on-demand heal with sustain that causes me to burn out in 18 seconds with no pressure on me-

    mj0675fxpic7.png

    34,681 health
    20,386 stam (Arteum, Tri-Glyphs, Imperial, 6 med with 1 heavy Undaunted, again)
    15,103 mag
    2,195 buffed up stam recov (using tripot; and the same amount of recov where I burned out in under 20 seconds with no pressure via screenshot above)

    et96ee59w0vk.png

    There are only 2 real ways to 'change numbers' and fix this:

    You either

    A- return the cost reduction (leverage the damage, utility from removing applicable masteries in PvP to do this); this method HONORS the promise to keep mag builds viable and reduces impact in PvE until they are at liberty to make 'non-numerical' adjustments.

    Removing masteries in PvP also affords the developers the time that would be otherwise needed to 'think and consider' for werewolf when adjusting those masteries for their respective classes in PvP (which is a net benefit for everyone; even 'wolf/ 1-bar haters')

    and/or

    B- significantly increase the healing on the wep/spell damage 'on demand' heal (potentially move the buff/debuff modifier to the Brutal Pounce morph which isn't seeing a lot of use right now as it results in lower DPS and sustain from its reduced Fury Gen, when possible; this to make the only on-demand wep/spell heal more 'reliable' and without a damage taken debuff attached)
    Edited by Wuuffyy on 22 August 2026 23:08
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • pinkpom
    pinkpom
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    madmufffin wrote: »
    With the changes to reverb, that's not an acceptable stance imo. Sorc has no class spammable and is now even more reliant on one for its defensive kit. Crystal weapons needs to be brought to parity with other class spammables or one of the mage's skills needs to be reworked to he a spammable.
    Crystal Weapon has a unique concept, so converting it into a spammable skill is virtually impossible.
    I understand that you want spammable skills. However, it is very difficult to expect Crystal Weapon to fulfill that role.

    We should probably pin our hopes on the Crystal Fragments.
    Since Crystal Fragments is a skill unrelated to Imbue Weapon, there is no need to consider balancing it against Imbue Weapon.
    That skill is the most freely customizable of the Sorcerer's skills.
  • gammelscroll
    gammelscroll
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    [snip] You made werewolf unplayable right after the reworke gz. And now you nerf sorcs passived cause of werewolf "abusing" them?
    [snip]
    [edited for bashing]
    Edited by ZOS_Icy on 22 August 2026 16:03
  • madmufffin
    madmufffin
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    pinkpom wrote: »
    madmufffin wrote: »
    With the changes to reverb, that's not an acceptable stance imo. Sorc has no class spammable and is now even more reliant on one for its defensive kit. Crystal weapons needs to be brought to parity with other class spammables or one of the mage's skills needs to be reworked to he a spammable.
    Crystal Weapon has a unique concept, so converting it into a spammable skill is virtually impossible.
    I understand that you want spammable skills. However, it is very difficult to expect Crystal Weapon to fulfill that role.

    We should probably pin our hopes on the Crystal Fragments.
    Since Crystal Fragments is a skill unrelated to Imbue Weapon, there is no need to consider balancing it against Imbue Weapon.
    That skill is the most freely customizable of the Sorcerer's skills.

    Crystal frags is the one skill on sorc that's in a good place. Reworking that to be the spammable when 60% of the kit is unusable garbage would be quite the choice.
  • pinkpom
    pinkpom
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    madmufffin wrote: »
    Crystal frags is the one skill on sorc that's in a good place. Reworking that to be the spammable when 60% of the kit is unusable garbage would be quite the choice.
    I thought you weren't using Crystal frags.
    You cannot use Crystal Weapon and Crystal Frags at the same time, and you stated that you wanted to change Crystal Weapon into a spammable skill.
    I think that unless you give something up, you cannot gain anything.
  • madmufffin
    madmufffin
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    pinkpom wrote: »
    madmufffin wrote: »
    Crystal frags is the one skill on sorc that's in a good place. Reworking that to be the spammable when 60% of the kit is unusable garbage would be quite the choice.
    I thought you weren't using Crystal frags.
    You cannot use Crystal Weapon and Crystal Frags at the same time, and you stated that you wanted to change Crystal Weapon into a spammable skill.
    I think that unless you give something up, you cannot gain anything.

    I currently use crushing weapon and frags on a bow/bow sorc. With the reverb changes I'll have to drop the mastery or lose frags to run a hopefully not horrible crystal weapon. Either way, my build is getting pretty aggressively boned by this change. I was more speaking generally to the sorc kit that frags is in a good spot and changing it because of some insistence on crystal weapons being janky garbage would be a big mistake. Sorc has so much just straight garbage in their kit, so plenty of things to change before messing with one of the few good and balanced things in the kit.
  • shadoza
    shadoza
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    SonOfAsura wrote: »
    Blood magic changes not looks good. you are literally nerfing for pvp but u also nerfing sorcerer pve tank for no reason.
    Why don’t you add a Battle Spirit condition to skills? Onslaught has one, for example. If you’re nerfing something for PvP, add a Battle Spirit condition instead! We’re tired of you nerfing PvE elements while trying to balance PvP!

    Because they´re overtuned for PvE as well, simple as that. Stop expecting PvE to be some exception for balance adjustments.

    None of the classes are OVERTUNED for PvE. When one uses elite dungeon gear in standard overland content, that one is overpowered. But most players do not have gold gear with trial/dungeon pots. If players cannot be competitive in overland, they WILL stop playing.
  • MashmalloMan
    MashmalloMan
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    pinkpom wrote: »
    The 6s window is good, the 3 ticks is good, but the 1k pen and -% cost needs to be swapped out for a unique effect on each tick. Something like Sunder on tick 1, Minor Defile on tick 2, and Minor Cowardice on tick 3.
    Considering the "easy to use" concept that Crystal Weapon, cost reduction aligns with that concept. It likely won't be removed.
    Sundered is a status effect that deals additional damage to enemies when triggered. Dealing additional damage on top of a triple hit is too powerful. It is unbalanced.

    I think the only minor debuff that can likely be applied by Crystal Weapon is Minor Magickasteal.
    Crystal Weapon is not a skill primarily focused on debuffs.
    We might be better off expecting to gain minor buffs rather than minor debuffs.

    I don't know where you're getting this idea that the ability is meant for ease of use. It's a convoluted spammable that actively punishes you for spamming it, you need proper ability management to get the full value by only casting it up to once every 3 skills in conjunction with perfect weaving or your throwing out damage by casting it too early.

    Whatever, agree to disagree I guess, it needs a rework/refresh, the -% cost and 1k pen is meaningless and taking up the skill budget. It should be decent as a spammable (it's not), while excelling as a semi-spammable (it's not). About the only place people like it is PVP for delaying burst.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • tomofhyrule
    tomofhyrule
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    shadoza wrote: »
    SonOfAsura wrote: »
    Blood magic changes not looks good. you are literally nerfing for pvp but u also nerfing sorcerer pve tank for no reason.
    Why don’t you add a Battle Spirit condition to skills? Onslaught has one, for example. If you’re nerfing something for PvP, add a Battle Spirit condition instead! We’re tired of you nerfing PvE elements while trying to balance PvP!

    Because they´re overtuned for PvE as well, simple as that. Stop expecting PvE to be some exception for balance adjustments.

    None of the classes are OVERTUNED for PvE. When one uses elite dungeon gear in standard overland content, that one is overpowered. But most players do not have gold gear with trial/dungeon pots. If players cannot be competitive in overland, they WILL stop playing.

    …you do realize when people talk about balance in PvE, that they’re specifically talking about endgame PvE - as in Trials and some Dungeons, right?

    And yes, there are some overtuned things in PvE. For example, a Warden healer (or at least one with Green Balance in the period between U46-U50) has been required in all serious trials for years. Why, Major Toughness.
    That’s also why “beam” has been the DPS meta since 2023.

    No serious nerfs are going to really affect people playing overland on Adventurer to any major extent because that level of casual play won’t really feel differences. If your max is 3k DPS and you get even a 30% nerf, you’re doing… 2.1k DPS. That’s not objectively a huge difference, and it won’t affect most overland casuals. I doubt most people who max out at that damage number even know about the nerfs at that point since they likely don’t understand the intricacies of the tooltips.
  • Arunei
    Arunei
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    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.
    Edited by Arunei on 22 August 2026 20:43
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • AdonisJorge
    AdonisJorge
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    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭✭
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Nah we'd still clearly be OP. Instead WW should Polymorph into the default dog model the game uses and have their Skills replaced with tricks! Speak, Shake, Spin, Fetch, and Play Dead.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    ✭✭
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Arunei wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Nah we'd still clearly be OP. Instead WW should Polymorph into the default dog model the game uses and have their Skills replaced with tricks! Speak, Shake, Spin, Fetch, and Play Dead.

    Nah, just make it where the sheer amount of stamina and vitality needed to transform just —in’ insta-kills you while transforming.

    Recap can look like 100,000+ oblivion damage. /s
    Edited by Wuuffyy on 22 August 2026 21:08
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Arunei wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Nah we'd still clearly be OP. Instead WW should Polymorph into the default dog model the game uses and have their Skills replaced with tricks! Speak, Shake, Spin, Fetch, and Play Dead.

    Nah, just make it where the sheer amount of stamina and vitality needed to transform just —in’ insta-kills you while transforming.

    Recap can look like 100,000+ oblivion damage. /s
    This reminds me of the thread someone made about how transforming would take/release more energy than I think it was like a bunch of the strongest nukes humanity has lol.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • shadoza
    shadoza
    ✭✭✭✭✭
    Solo Dungeons: Moonhunter Keep
    I was a bit excited to try out the solo dungeons. But not now. Why is everything about WW? I do NOT like werewolves and zombies. When I realized that both dungeons were about WW, I don't want to run through them now.

    NB Nerf
    I am frustrated with the constant nerfs to the NIghtblade because PvP min/max players can't figure out how to best them. You have been dropping that nerf-hammer on them for over a decade. Time to refocus and leave NB alone.
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    Arunei wrote: »
    Wuuffyy wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Arunei wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Nah we'd still clearly be OP. Instead WW should Polymorph into the default dog model the game uses and have their Skills replaced with tricks! Speak, Shake, Spin, Fetch, and Play Dead.

    Nah, just make it where the sheer amount of stamina and vitality needed to transform just —in’ insta-kills you while transforming.

    Recap can look like 100,000+ oblivion damage. /s
    This reminds me of the thread someone made about how transforming would take/release more energy than I think it was like a bunch of the strongest nukes humanity has lol.

    I appreciate you calling out my think piece thread <3
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    ✭✭
    Arunei wrote: »
    Wuuffyy wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Arunei wrote: »
    Arunei wrote: »
    hoangdz wrote: »
    Wuuffyy wrote: »
    hoangdz wrote: »
    Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂

    You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?

    I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.

    'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.

    I am having fun. Yall got your Sorc nerfs. Now go play your Sorc WWs
    At least you finally admit to enjoying seeing WW get nerfed, for whatever reason you have such an obvious disdain of the playstyle over. Also why are you acting so high and mighty when those of us playing WW have BEEN ASKING for Sorc Masteries getting tuned down? We knew this very thing, people crying for WW to be nerfed because they don't look at the cause only the symptoms, would happen. Surprise, it happened!

    The only problem is "hurr hurr go play ur Sorc WW" is such a dismissive passive aggressive comment because WW is going to be even worse now, even on Sorc. They finally tuned down the problematic Passives that caused the WW nerfs in the first place without reverting those nerfs. WW not getting free damage, healing, and sustain from those Masteries will bring it in line enough, there is 0 need for the nerfs to go through now. Instead WW is losing healing from both the Hircine's and the reduction to CoE, they're losing sustain from the changes to CoE and no Stam Recovery buff being returned despite the cost increases, and they're losing power from Static Reverb being proc'd only from Sorc Skills on top of having less Stam and sustain for pressure.

    The changes to Sorc were needed and I'm not bothered by those at all. What I'm bothered by is that those changes were made but the nerfs to WW are still left in place. We're STILL being punished for Sorc Masteries even after those are being toned down.

    Good words, sounds like we needd nerf WW more, i have some suggestions

    1 - Werewolves deal 50% less Light Attack and Heavy Attack damage.

    2 - Werewolves take 100% increased Poison damage.

    3 - Werewolf skills have a 40% ramping cost each time they are used, lasting for 10 seconds.

    4 - Werewolves heal 90% less.

    5 - Rampage causes Werewolves to take 4,000 Oblivion damage per second while increasing their damage by 5%.

    6 - Werewolves do not have access to class, world, guild, weapon, or armor passives.
    Nah we'd still clearly be OP. Instead WW should Polymorph into the default dog model the game uses and have their Skills replaced with tricks! Speak, Shake, Spin, Fetch, and Play Dead.

    Nah, just make it where the sheer amount of stamina and vitality needed to transform just —in’ insta-kills you while transforming.

    Recap can look like 100,000+ oblivion damage. /s
    This reminds me of the thread someone made about how transforming would take/release more energy than I think it was like a bunch of the strongest nukes humanity has lol.

    I appreciate you calling out my think piece thread <3

    I wish the combat team cared 25% as much as you did to make that thread :/

    (your thread was a fun read and thought experiment though for sure)
    Edited by Wuuffyy on 22 August 2026 23:06
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Gupitoos
    Gupitoos
    Werewolves and Vampires should never be stronger than pure classes or as strong. They ARE NOT CLASSES. Why should you be able to be a healer/dps or a tank on a WW or Vamp in either PVE or PVP? Most classes dont even do poison damage by the way so its not like the 10% weakness to poison is destructive on WW since nobody really deals that type of damage. Werewolf should have been weak to fire which is more in line with the Lore -.-

    The game isnt set around werewolves and vampires, this isn't Twilight Scrolls Online.
  • RedMamba
    RedMamba
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    Wuuffyy wrote: »
    Gupitoos wrote: »
    Werewolves and Vampires should never be stronger than pure classes or as strong. They ARE NOT CLASSES. Why should you be able to be a healer/dps or a tank on a WW or Vamp in either PVE or PVP? Most classes dont even do poison damage by the way so its not like the 10% weakness to poison is destructive on WW since nobody really deals that type of damage. Werewolf should have been weak to fire which is more in line with the Lore -.-

    The game isnt set around werewolves and vampires, this isn't Twilight Scrolls Online.

    GUPITOS, UNTIL I can put sorc, NB, DK, etc. skills on my werewolf- IT NEEDS TO BE COMPETETIVE BY ITSELF.

    I pay FAR more than you buddy, you're opinion is worth less than the toilet--- nvm.

    How's that for: 'your opinion and perspective is invalid because I say so?!'

    It's a skill line and not a class like you listed. It does not need to be.
  • Arunei
    Arunei
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    Gupitoos wrote: »
    Werewolves and Vampires should never be stronger than pure classes or as strong. They ARE NOT CLASSES. Why should you be able to be a healer/dps or a tank on a WW or Vamp in either PVE or PVP? Most classes dont even do poison damage by the way so its not like the 10% weakness to poison is destructive on WW since nobody really deals that type of damage. Werewolf should have been weak to fire which is more in line with the Lore -.-

    The game isnt set around werewolves and vampires, this isn't Twilight Scrolls Online.
    WW replaces your entire two Skill Bars. It removes your ability to use Weapon Passives. It doesn't work with many Class Passives or Masteries because many require the use of Class Skills WW doesn't have access to. They don't have burst damage. They don't have group heals. But they're not allowed to be strong because of some arbitrary reason.

    Also Weres aren't weak to fire in lore, that's Vampires, so...

    Finally the game isn't set around Nightblades, or Templars, or Wardens, or any particular Class. What argument are you even trying to make? That things don't deserve to be in the game if it's not "set around" them?
    RedMamba wrote: »
    Wuuffyy wrote: »
    Gupitoos wrote: »
    Werewolves and Vampires should never be stronger than pure classes or as strong. They ARE NOT CLASSES. Why should you be able to be a healer/dps or a tank on a WW or Vamp in either PVE or PVP? Most classes dont even do poison damage by the way so its not like the 10% weakness to poison is destructive on WW since nobody really deals that type of damage. Werewolf should have been weak to fire which is more in line with the Lore -.-

    The game isnt set around werewolves and vampires, this isn't Twilight Scrolls Online.

    GUPITOS, UNTIL I can put sorc, NB, DK, etc. skills on my werewolf- IT NEEDS TO BE COMPETETIVE BY ITSELF.

    I pay FAR more than you buddy, you're opinion is worth less than the toilet--- nvm.

    How's that for: 'your opinion and perspective is invalid because I say so?!'

    It's a skill line and not a class like you listed. It does not need to be.
    Why not? You people keep going on about how WW doesn't deserve to be strong because of...some weird obsession with seeing it not be viable? Y'all act like anything you don't personally like should be removed from the game and have no viability whatsoever.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • madmufffin
    madmufffin
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    Werewolf getting its own class designation is in line with many other good suggestions that solve a lot of balance problems in the game. I have it filed away next to make pets their own world skill line and take all those dead skills and passives out of the sorc line.
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