dark_hunterxmg wrote: »dark_hunterxmg wrote: »Maybe we can opt out of the U50 Werewolf and just keep using the one from live? I know I'll enjoy it more.
U50 Werewolf handles like a dump truck compared to the live Werewolf, which feels like a sports sedan. Regardless of how much damage it can output, it feels terrible to play.
Skills are delayed and can be easily canceled(not animation cancel, I mean not actually cast) by light attacks and bash. Roar is the biggest offender. The cast time needs to be removed. 0.3s might as well be a full second or longer. If roar has to be delayed, make the impact delayed rather than the cast.
Skills connect at the wrong time if they connect at all. When dueling, at the beginning of a duel, my opponent would be at a distance. I would immediately roll dodge at the start, but take damage from a pounce while they were still standing on the ground at a distance. Then the pounce animation would occur. I can also be attacking an opponent directly in front of me and do zero damage to them.
Heavy attack Werewolf for U50 is dead. It was killed when fast heavy attacks were removed from Roar. New heavy attacks take 2 business days to que.
Hircine's Fortitude heals for 33% less than live, Rip and Tear heal was reduced by nearly half, and Blood Claws is now only a 6 second dot because PvP or something. Hircine's Fortitude needs to be stronger and it needs a HoT and a cross heal.
Are we being serious with the 1 second bleed on Berserker light attacks?
Are we being serious with 10% weapon damage down from 18% on live? This may be okay if we get weapon passives, but we're still waiting.
There were only a small amount of things that I really expected to see for Werewolf with the update:
-Weapon passives
-HoT and/or cross heal for Hircine's Fortitude
-Reduced cost for skills(specifically the heal)
-Improvement in skill functionality:
* Roar range and instant fast heavy attack activation
*Pounce being single cast with Carnage activating on impact.
We got one of those things. Reduced cost for skills. The cost reduction for the heal came with a significant nerf to the healing value.
Comparing weapon damage passives from live and pts is kind of like comparing apples and oranges with ability bases being adjusted.
The only thing directly nerfed would be scaling of procs in pvp. But even then we should factor in major courage buff for a werewolf as well.
IMO U50 Werewolf has significant survival improvements, more damage, flexibility and build variation than it does on live.
It's a pretty apples to apples comparison. The way they "balance" things for werewolf is and has always been to make one thing a little "better" and then take away or nerf something that already existed. It ends up coming out the same or worse.
More survivable? They nerfed healing and heal scaling on the burst heal. Survival depends largely on constantly attacking a target. No target no heal. That burst heal will NOT carry you through.
They removed an entire playstyle (my playstyle) by taking away fast heavy attacks. Now we play as tank wolf or dot wolf only. No hard hitting skills, no heavy attacks(unless you are trying to die). Bash weaving is now nearly mandatory too. Never have I seen so many Werewolves bash weaving (except me) than I have since the first day of pts.
Werewolf builds into armor pen and weapon damage, humans build into Onslaught.
There were a few things unique to Werewolf.
-Larger stamina pool (gone)
-18% Weapon damage buff (nerfed)
-33% faster heavy attacks (gone)
-30% faster movement speed(questionable)
I'm still trying to see how this as a whole is better. I would rather keep my live Werewolf.
Seraphayel wrote: »Have y’all been sleeping under a rock or what’s going on?
This zone was advertised always, from the reveal in January to launch now, as a group zone.
Why are y’all surprised when it actually requires a group?
Vynera
It's a group zone and only a group zone.
If you have a group it's fun but if you don't have it the night market simply isen't for you.
Also I kinda disagree that "more health" is the solution to this. Bullet sponges are never a good development methodology to have in relation to difficulty, and neverr will be. No one wants to sit doing the same stuff for a longer time. More health doesn't = more difficulty. What makes a games difficulty should be the damage dealt by the boss, combined with good tangible and learnable mechanics.
z32