QuinnTheWolf wrote: »QuinnTheWolf wrote: »Salvation:
This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil
Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
alter it to something like this:
(2 items) Adds 129 weapon and spell damage
(3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
(4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)
For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
33% cost reduction worked with the old werewolf because it had a flat ult cost
The weapon and spell damage should be always available.
So i propose this!
(much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
(5 items) Adds 175 weapon and spell damage,
Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
- OR -
(passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
(5 items)
Adds 175 weapon and spell damage:
When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
you count as one extra werewolf for the "Call of the Pack" passive.
Berserkers would count as 2 (you being one, the set being one)
and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)
I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.
I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).
Salvations
(2 items) Adds 129 weapon and spell damage
(3 items) Adds 657 Critical rating
(4 items) Adds 129 Weapon and Spell damage
(5 items) Reduce the cost of werewolf transformation and Enrage by 33%
They can do that, it’s fine *and all but the set also provides 150 extra wep/spell in werewolf form.
This should be bumped the be roughly 600 wep/spell while transformed much like other damage ‘themed’ sets, the vampire lord set, etc.
Honestly, the wep and spell damage bump here along with these stat lines are all I’d need to at least consider running it.
Higher then i thought for base form and werewolf form, the part of that idea came from other sets that have a 5th piece bonus where the stat is a flat one with a bonus (such as rattlecage and major sorc/brut)
Maybe 600 is too much, maybe its enough ^^
Anyway, my idea was to buff the wpn and spell power and add it to the base 5 piece bonus because now the sets 5 piece bonus is useless till you wolf-up.
What if its 200 up front, another 200 when in werewolf form?
(Written on my phone, expect tons of spelling errors)
Last PTS you said DK was broken. It's not. It's clearly the new standard, and as far as I can tell, players liked the U49 meta much more than the subclass animal assassin meta.I mean it doesn't take much for an experienced player to know when something is broken.
Erickson9610 wrote: »Hopefully the rework gives us an increased movement cap as well.
This is something I very much want! Werewolves should be able to keep up with mounts, or at the very least fast enough to out-speed any humanoid.
Ask 100 players, get 100 answers. Devs gotta figure that one out. If the game feels balanced across playstyles and skill levels, doesn't matter what numbers they slap on it.I feel the question about what accceptable DPS
It's not. We've been able to do that for years.I ask more or less because if 6k sustained DPS is still considered too high
What within the WW kit do you think is causing this?He's since reached 14k DPS in one duel. The number is continuing to escalate as more setups are tested and people gain familiarity with the mechanics.