Mediocre_Talents wrote: »YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.
There are some 220k pure sorc parces too, what's your point?
From what I know, at least for the last 5 years, they pretty much did represent the power difference also in content too (specifically talking about trials). A skilled player able to achieve high values on a parse dummy will also be able to update the build according to actual content requirements -- except for HA builds.Turtle_Bot wrote: »I really wish ZOS had never released the trial dummies, those things have been the absolute worst thing to use as a metric for balancing classes because they give completely unrealistic parsing conditions that doesn't match up with real content. But players throw around dummy parses like they are actual in-game trial runs and use the most unrealistic and cheesed youtube click bait parse numbers as reasons to call for nerfs to other classes without any understanding of how that number was cheesed and why it is not a good comparison of how the class actually performs in real content.
No, they can't. Before the u46 was released, there were rumors of a sorc achieving over 180K damage (the highest at the time) using Overload. But we all know that in actual PvE, the sorc's usage rate is still very low, tied for last place with the warden.
This will be werewolf, because unless you're in a WW guild that's just going YOLO or has human babysitters, you will be at a disadvantage if you're even allowed. Melee only cleave with no utility? Yeah lol.
Well it sounds like we are almost there. If the UI can do it free, then the code exists and could be simply modified to work in a different UI panel: Wizard's. LOL Thanks for confirming what I thought.
It's crazy now, we have SO many layers of redundant gear systems that could be condensed into one: just ONE build manager that swaps EVERYTHING and nothing else. We don't need a system for free menu respecs (that only respec skills) + shrine respecs, scroll respecs, etc. + another system that swaps skills and gear, etc. + another system (via addon) that let's you swap builds without swapping subclassing, etc. like bro, it's nuts.
can someone either code Wizard's to do everything (including some visual things + subclass lines) OR can ZOS stop being lazy and clean this mess up?
Thanks for letting me rant.
If you want to call it a bug, it is a long standing one. It has always been the case that if you die during an encounter, for instance a world boss, your participation resets and you need to reach damage/healing done again to get credit. If the boss dies before this, you won't get credited, regardless how much damage you did before dying. So if you're not sure the time will suffice, you need to stay dead on the ground and only revive after the encounter completed.
I don't know if this is a bug or an intended mechanic, but I agree it should be changed because it actively discourages reviving and further participation out of fear of missing out on the reward.