Erickson9610 wrote: »YandereGirlfriend wrote: »Devs, please please please make any nerfs you do for PvP actually only PvP. As you can see in the parses above, werewolf is just finally competitive, good and acceptable in PvE, do not gut this, do not ruin class uniqueness, do not ruin fun.
Definitely. I don't think that anyone wants to see WW get nerfed into the ground in PvE.
Fortunately, this iteration of the Combat Team seems to have a much lighter touch when it comes to that and is more open to making PvP-specific alterations to mechanics.
One or two magic number tweaks while "against players" likely solves any problems.
Whatever changes happen should not make Werewolves irrelevant or undesirable to play in PvP. We belong there, too.
How many Werewolf players do you see in PvP outside of guild events? Hardly any, from my experience. I hope Update 50 makes Werewolf viable again so that we see more people using it.
It feels like nearly everyone switched over to Dragonknight (or Subclassed some Dragonknight lines) in Update 49, so I want to see people using Werewolf in Update 50. Unlike Vampire or Dragonknight, Werewolf requires you to go all in to get any of its benefits — nerf it too much and it'll be in the same spot as it was before.
Werewolf must be overtuned to convince anyone to abandon the human form builds in practice; what Werewolf lacks in flexibility, it makes up for in raw power. This isn't merely a one bar build, because one bar builds have access to so many more abilities, passives, and core combat mechanics than werewolves do.
joergino
