Confirmed. Werewolf light attack damage is lower on PTS vs. Live Servers.
PTS: 4170 average light attack dmg
Live: 5789 average light attack dmg
That's a 28% drop in damage!
This drop in damage makes werewolves not worth playing anymore. We already deal with a bunch of other buggy mechanics.
ZOS, you got to fix this. This is unacceptable if it goes to live. We demand you fix this broken coding now because it will just be forgotten otherwise. You asked the people who attended the Summit to ask us to provide you with feedback during the PTS. Please fix this now!
I can't stand how things keep getting broken and not fixed patch to patch.
Emma_Overload wrote: »Werewolf was always ridiculously overpowered.
It's... Still worth playing... 4k light attacks is still like... 200% or 200% more damage than most light attacks right now
Confirmed. Werewolf light attack damage is lower on PTS vs. Live Servers.
PTS: 4170 average light attack dmg
Live: 5789 average light attack dmg
That's a 28% drop in damage!
This drop in damage makes werewolves not worth playing anymore. We already deal with a bunch of other buggy mechanics.
ZOS, you got to fix this. This is unacceptable if it goes to live. We demand you fix this broken coding now because it will just be forgotten otherwise. You asked the people who attended the Summit to ask us to provide you with feedback during the PTS. Please fix this now!
I can't stand how things keep getting broken and not fixed patch to patch.
It's... Still worth playing... 4k light attacks is still like... 100% or 200% more damage than most light attacks right now
Light attacks are a critical source of damage for werewolves. If we don't point out the issue and stay silent, how will ZOS know to fix it? Why do you think not a lot of people play werewolves? Because there are serious downsides to playing as one.
ZoS balancing doesn't work like this. They dont balance the game globally, they divide it to several samples and then balance these samples. This is absolutely wrong.
We had weapons balancing, we had class skills balancing, we had fighters skills balancing, we had race balancing, we had light and heavy attacks balancing, we had item sets balancing and so on.
ZOS never balance all aspect of the game at the same time.
So next year Vamp and WW balance changes. Please be patient
Wolf_Watching wrote: »That’s sad but if they don’t fix this there won’t be a next year for me. There isn’t a single reason this shouldn’t be on Mondays natch potes. @ZOS_GinaBruno.
Wolf_Watching wrote: »That’s sad but if they don’t fix this there won’t be a next year for me. There isn’t a single reason this shouldn’t be on Mondays natch potes. @ZOS_GinaBruno.
They often need a complete week from the moment they acknowledge the problem in order fix non critical bugs and other stuff like that. So, this may not be in Monday patch note for a good reason (need more time).
But there is no reason to not see the fix (or a very, very solid explication) neither in Monday 7 not in Monday 14 natch potes.
Wolf_Watching wrote: »That’s sad but if they don’t fix this there won’t be a next year for me. There isn’t a single reason this shouldn’t be on Mondays natch potes. @ZOS_GinaBruno.
They often need a complete week from the moment they acknowledge the problem in order fix non critical bugs and other stuff like that. So, this may not be in Monday patch note for a good reason (need more time).
But there is no reason to not see the fix (or a very, very solid explication) neither in Monday 7 not in Monday 14 natch potes.
The 1 year it took to fix healing ward say different. It even took 6 months after it was acknowledged. It gets tiresome having too keep up with which bugs break which moves every patch
The 1 year it took to fix healing ward say different. It even took 6 months after it was acknowledged. It gets tiresome having too keep up with which bugs break which moves every patch
Emma_Overload wrote: »Werewolf was always ridiculously overpowered.
That’s why they are required in All Endgame and PVP content.
Despite the fact that this is a critical bug, it sounds strange to me. Do you play ww only for the sake of light/heavy attacks?
Despite the fact that this is a critical bug, it sounds strange to me. Do you play ww only for the sake of light/heavy attacks?
It's a good question.
Currently werewolf is viable in "competitive" PvP only because light/heavy attacks + the built-in bleed allow for high sustained damage output even when building only for tankyness + damage by sacrificing sustain.
The howl (only direct damage skill and a costly projectile) is then only used for burst or a quick CC.
If you lower WW LA/HA damage by 50%, you lower this build sustained dps by 25% (the bleed does 50% of the light attack spam dps currently).
Despite the fact that this is a critical bug, it sounds strange to me. Do you play ww only for the sake of light/heavy attacks?
It's a good question.
Currently werewolf is viable in "competitive" PvP only because light/heavy attacks + the built-in bleed allow for high sustained damage output even when building only for tankyness + damage by sacrificing sustain.
The howl (only direct damage skill and a costly projectile) is then only used for burst or a quick CC.
If you lower WW LA/HA damage by 50%, you lower this build sustained dps by 25% (the bleed does 50% of the light attack spam dps currently).
Apparently, my experience playing the werewolf is very different from yours. Because in my case LA/Claws only create the initial pressure, whereas the main damage comes just from Howl. And I think that I wouldn't stop playing werewolf if this bug suddenly turned out to be a deliberate change
Despite the fact that this is a critical bug, it sounds strange to me. Do you play ww only for the sake of light/heavy attacks?
It's a good question.
Currently werewolf is viable in "competitive" PvP only because light/heavy attacks + the built-in bleed allow for high sustained damage output even when building only for tankyness + damage by sacrificing sustain.
The howl (only direct damage skill and a costly projectile) is then only used for burst or a quick CC.
If you lower WW LA/HA damage by 50%, you lower this build sustained dps by 25% (the bleed does 50% of the light attack spam dps currently).
Apparently, my experience playing the werewolf is very different from yours. Because in my case LA/Claws only create the initial pressure, whereas the main damage comes just from Howl. And I think that I wouldn't stop playing werewolf if this bug suddenly turned out to be a deliberate change
Avran_Sylt wrote: »
If you actually read them, it's more about magicka not being able to manage stamina
@NyassaV
Well hot damn, I can't wait for StamNB magicka management to get buffed so they can sit nicely in cloak for as long as MagNB.
If your concern is quite literally only with regards to break free however, I can see your point.
Avran_Sylt wrote: »
If you actually read them, it's more about magicka not being able to manage stamina
@NyassaV
Well hot damn, I can't wait for StamNB magicka management to get buffed so they can sit nicely in cloak for as long as MagNB.
If your concern is quite literally only with regards to break free however, I can see your point.
Stamblades can already do that
The point is that some players are still so reclutant about cutting their precious magicka pools in favour of stam regen.
jediprime74 wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom
Any update from ZOS on this? Has this significant damage decrease issue been acknowledged as a bug or is this nerf to Werewolf Light Attacks 'working as intended?'
Please advise!
Thanks!