CameraBeardThePirate wrote: »I saw someone say this (I couldn't find the thread they'd said it in after going back to look. I'll edit their name in if I find it) and I think it's a really good point that needs more consideration.
People seem to be really complaining because the NM is something new to them and they don't understand or care to prepare for it. So imagine if trials were newly added to the game just now– a place where players have to group up, prepare, and learn.
How many would be complaining since that content is harder than what they're used to? How would trials seem to folks on day one launch if it was mostly just DPS' using story quest sets with no support roles?
I haven't had enough chance to truly interact with the NM to get a solid stance on it, and before its launch I thought I wouldn't even be interested in it. But from what I played I felt engaged, and I'm saddened to see how much instant negative feedback there is with the NM... it's really not that despicable seeming.
I chose to never touch solstice. How does NM compare to writhing wall?
If the NM was established in the minds of the community as content solely for vet HM trial players (or similarly geared/experienced players), those more casual people would likely avoid it and it would get less negative feedback as a result.
To be fair it's nowhere near the difficulty of HM Trials. It's about on par with Normal Trials. I'm a PvPer and have never even stepped into a Vet Trial and was still more than comfortable pugging Night Market via the group finder. It feels about as hard as the few Normal Trials I've done like Sunspire or Lucent. Mobs will kill you, bosses have a lot of health. If anything, Night Market is a tad easier as there aren't any super coordinated mechanics like the Twins in Maw or the mirror bosses in Lucent, and encounters don't frequently reset since everyone can immediately respawn and get back to the encounter in ~10 seconds.
huskandhunger wrote: »I think we should table the Werewolf Refresh until after all the Class Updates later this year and leave it as the Live werewolf. The nerfs are just too much at this point and you're hurting the player base and intended audience with these changes throughout the PTS cycle.
Let's go back to the drawing board, this is a massive flop from the developer team. 🙃
huskandhunger wrote: »Anyone can slap on high health and still have damage, even non-werewolf users. And yes they too will die much the same, see we are actually in agreement 🤝
huskandhunger wrote: »huskandhunger wrote: »Wolfchild07 wrote: »1 vs 1 means nothing. When duels were added, it was a mistake. There are, thankfully, no 1 vs 1 competitions in the game. Why are you running around solo in a war zone unless you’re really good, really stupid, or just don’t care?
A werewolf ball group vs a non-werewolf ball group will lose everytime. The werewolves will jump in and melt to the stacked non-werewolf ult dump. Werewolf needs major defences added to it.
Yes I could not agree more about the defense part, and the devs could start by returning the unique 10k armor it used to have.huskandhunger wrote: »Erickson9610 wrote: »IncultaWolf wrote: »Can we please stop the bickering back and forth? I'd love to get back to actual constructive feedback for our combat/balance devs.
I've seen a lot of talk about why or why not werewolf should be as strong as a two-bar setup. I think with these reworks it should be as strong as Dragonknight, but werewolf NEEDS drawbacks for being one-bar and currently it does have those which I will list. Dragonknights on the live server right now are capable of pressing 3 buttons and nuking multiple players back-to-back, while having almost infinite sustain, cross heals, chain pull, ranged aoe damage, major expedition, snare removal, good defense, and more. I have no issue with this and have never asked for nerfs since the new class refresh.
Playing werewolf, you have a LOT of drawbacks such as increased poison damage taken, no weapon passives, forced to deal with a transformation timer system, no cross healing, no purge or snare removals, limited healing while kiting and not actively on top of a player, no range damage, no burst damage, no shields, lack of group utility or support ultimates, cannot place siege, cannot restore magicka via heavy attacks for the only on-demand heal in the toolkit, no access to scribing, most class passives do not work in form, no proper crouch/sneak, cannot use skill scrolls, can't mount in form, meaning you can't keep up with others going between keeps in Cyrodiil, several mythics don't work for us, like Rakkhat's Voidmantle.
@ZOS_Gilliam @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Werewolf is designed as a melee brawler with strengths and drawbacks. Simply put, melee range is Werewolf's domain. If you are in melee range fighting a Werewolf, you are not fighting it correctly.
Werewolf cannot attack you from range, only gap close into melee range. Werewolf cannot purge negative effects like snares and damage over time, and has a limited Magicka pool to burn on self healing when there is no target in their melee range to gain health from.
Certain Class kits are built around being in melee range (like Templar and Dragonknight), but the human form always has the flexibility to build differently. There are ranged alternatives to those playstyles, and you can even swap between melee and ranged with the loadout of your two skill bars. Werewolf is permanently stuck as this melee brawler archetype.
Since we cannot test Update 50's Werewolf in Cyrodiil on the PTS, we aren't seeing the full picture. You're expected to be in melee range in a duel, so Werewolf is going to shine in that environment. Once we see Update 50's Werewolf in Cyrodiil, you'll find how easy it is to counter them.
Werewolves's healing via Bloodclaws scales per target struck, doesn't it? So Werewolves survival should be even better against more than one target. There aren't many skills who scale their healing in such a way.
It's the same value per target which is very similar to what already exists in the game in the form of the necromancer Scythe ability
ZoS even put a cap of 6 as well on the PTS maybe we should remove the cap, what do you think?huskandhunger wrote: »Erickson9610 wrote: »IncultaWolf wrote: »Can we please stop the bickering back and forth? I'd love to get back to actual constructive feedback for our combat/balance devs.
I've seen a lot of talk about why or why not werewolf should be as strong as a two-bar setup. I think with these reworks it should be as strong as Dragonknight, but werewolf NEEDS drawbacks for being one-bar and currently it does have those which I will list. Dragonknights on the live server right now are capable of pressing 3 buttons and nuking multiple players back-to-back, while having almost infinite sustain, cross heals, chain pull, ranged aoe damage, major expedition, snare removal, good defense, and more. I have no issue with this and have never asked for nerfs since the new class refresh.
Playing werewolf, you have a LOT of drawbacks such as increased poison damage taken, no weapon passives, forced to deal with a transformation timer system, no cross healing, no purge or snare removals, limited healing while kiting and not actively on top of a player, no range damage, no burst damage, no shields, lack of group utility or support ultimates, cannot place siege, cannot restore magicka via heavy attacks for the only on-demand heal in the toolkit, no access to scribing, most class passives do not work in form, no proper crouch/sneak, cannot use skill scrolls, can't mount in form, meaning you can't keep up with others going between keeps in Cyrodiil, several mythics don't work for us, like Rakkhat's Voidmantle.
@ZOS_Gilliam @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Werewolf is designed as a melee brawler with strengths and drawbacks. Simply put, melee range is Werewolf's domain. If you are in melee range fighting a Werewolf, you are not fighting it correctly.
Werewolf cannot attack you from range, only gap close into melee range. Werewolf cannot purge negative effects like snares and damage over time, and has a limited Magicka pool to burn on self healing when there is no target in their melee range to gain health from.
Certain Class kits are built around being in melee range (like Templar and Dragonknight), but the human form always has the flexibility to build differently. There are ranged alternatives to those playstyles, and you can even swap between melee and ranged with the loadout of your two skill bars. Werewolf is permanently stuck as this melee brawler archetype.
Since we cannot test Update 50's Werewolf in Cyrodiil on the PTS, we aren't seeing the full picture. You're expected to be in melee range in a duel, so Werewolf is going to shine in that environment. Once we see Update 50's Werewolf in Cyrodiil, you'll find how easy it is to counter them.
Werewolves's healing via Bloodclaws scales per target struck, doesn't it? So Werewolves survival should be even better against more than one target. There aren't many skills who scale their healing in such a way.
It's the same value per target which is very similar to what already exists in the game in the form of the necromancer Scythe ability
ZoS even put a cap of 6 as well on the PTS maybe we should remove the cap, what do you think?
Yes, and I did say that it exists, although not often. My point stands. Werewolves's survivability is scalable, hence not confined to mere duels.
Have you tried surviving as a werewolf vs.multiple 28m range attackers using bows and destruction staves and scribing abilities?
If you haven't tried it on the Live Version you should because PTS werewolf will still encounter the same problems and get mowed down just as fast in an actual combat setting in Cyro.
Duels are meaningless because they are confined to a small circle you cannot leave or you lose the duel. I actually think they should remove dueling from the game entirely, we are not an e-sports or competitive landscape, it's a fantasy game, let's not delude ourselves.
No doubt. I see this being a problem for sure as for any pure melee build.
Except for melee Dragonknight which has 50% damage reduction vs. ranged attacks with their wings. They even are given snare removal and major expedition.
And this is why the spurious claims about Werewolf health and healing which are limited by range, high ability cost, and a lack of any similar tools that current Live Dragonknight can reach for are blatantly hypocritical and misleading.
huskandhunger wrote: »Erickson9610 wrote: »IncultaWolf wrote: »Can we please stop the bickering back and forth? I'd love to get back to actual constructive feedback for our combat/balance devs.
I've seen a lot of talk about why or why not werewolf should be as strong as a two-bar setup. I think with these reworks it should be as strong as Dragonknight, but werewolf NEEDS drawbacks for being one-bar and currently it does have those which I will list. Dragonknights on the live server right now are capable of pressing 3 buttons and nuking multiple players back-to-back, while having almost infinite sustain, cross heals, chain pull, ranged aoe damage, major expedition, snare removal, good defense, and more. I have no issue with this and have never asked for nerfs since the new class refresh.
Playing werewolf, you have a LOT of drawbacks such as increased poison damage taken, no weapon passives, forced to deal with a transformation timer system, no cross healing, no purge or snare removals, limited healing while kiting and not actively on top of a player, no range damage, no burst damage, no shields, lack of group utility or support ultimates, cannot place siege, cannot restore magicka via heavy attacks for the only on-demand heal in the toolkit, no access to scribing, most class passives do not work in form, no proper crouch/sneak, cannot use skill scrolls, can't mount in form, meaning you can't keep up with others going between keeps in Cyrodiil, several mythics don't work for us, like Rakkhat's Voidmantle.
@ZOS_Gilliam @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Werewolf is designed as a melee brawler with strengths and drawbacks. Simply put, melee range is Werewolf's domain. If you are in melee range fighting a Werewolf, you are not fighting it correctly.
Werewolf cannot attack you from range, only gap close into melee range. Werewolf cannot purge negative effects like snares and damage over time, and has a limited Magicka pool to burn on self healing when there is no target in their melee range to gain health from.
Certain Class kits are built around being in melee range (like Templar and Dragonknight), but the human form always has the flexibility to build differently. There are ranged alternatives to those playstyles, and you can even swap between melee and ranged with the loadout of your two skill bars. Werewolf is permanently stuck as this melee brawler archetype.
Since we cannot test Update 50's Werewolf in Cyrodiil on the PTS, we aren't seeing the full picture. You're expected to be in melee range in a duel, so Werewolf is going to shine in that environment. Once we see Update 50's Werewolf in Cyrodiil, you'll find how easy it is to counter them.
Werewolves's healing via Bloodclaws scales per target struck, doesn't it? So Werewolves survival should be even better against more than one target. There aren't many skills who scale their healing in such a way.
It's the same value per target which is very similar to what already exists in the game in the form of the necromancer Scythe ability
ZoS even put a cap of 6 as well on the PTS maybe we should remove the cap, what do you think?
huskandhunger wrote: »Erickson9610 wrote: »IncultaWolf wrote: »Can we please stop the bickering back and forth? I'd love to get back to actual constructive feedback for our combat/balance devs.
I've seen a lot of talk about why or why not werewolf should be as strong as a two-bar setup. I think with these reworks it should be as strong as Dragonknight, but werewolf NEEDS drawbacks for being one-bar and currently it does have those which I will list. Dragonknights on the live server right now are capable of pressing 3 buttons and nuking multiple players back-to-back, while having almost infinite sustain, cross heals, chain pull, ranged aoe damage, major expedition, snare removal, good defense, and more. I have no issue with this and have never asked for nerfs since the new class refresh.
Playing werewolf, you have a LOT of drawbacks such as increased poison damage taken, no weapon passives, forced to deal with a transformation timer system, no cross healing, no purge or snare removals, limited healing while kiting and not actively on top of a player, no range damage, no burst damage, no shields, lack of group utility or support ultimates, cannot place siege, cannot restore magicka via heavy attacks for the only on-demand heal in the toolkit, no access to scribing, most class passives do not work in form, no proper crouch/sneak, cannot use skill scrolls, can't mount in form, meaning you can't keep up with others going between keeps in Cyrodiil, several mythics don't work for us, like Rakkhat's Voidmantle.
@ZOS_Gilliam @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Werewolf is designed as a melee brawler with strengths and drawbacks. Simply put, melee range is Werewolf's domain. If you are in melee range fighting a Werewolf, you are not fighting it correctly.
Werewolf cannot attack you from range, only gap close into melee range. Werewolf cannot purge negative effects like snares and damage over time, and has a limited Magicka pool to burn on self healing when there is no target in their melee range to gain health from.
Certain Class kits are built around being in melee range (like Templar and Dragonknight), but the human form always has the flexibility to build differently. There are ranged alternatives to those playstyles, and you can even swap between melee and ranged with the loadout of your two skill bars. Werewolf is permanently stuck as this melee brawler archetype.
Since we cannot test Update 50's Werewolf in Cyrodiil on the PTS, we aren't seeing the full picture. You're expected to be in melee range in a duel, so Werewolf is going to shine in that environment. Once we see Update 50's Werewolf in Cyrodiil, you'll find how easy it is to counter them.
Werewolves's healing via Bloodclaws scales per target struck, doesn't it? So Werewolves survival should be even better against more than one target. There aren't many skills who scale their healing in such a way.
It's the same value per target which is very similar to what already exists in the game in the form of the necromancer Scythe ability
ZoS even put a cap of 6 as well on the PTS maybe we should remove the cap, what do you think?