Tommy_The_Gun wrote: »So here is my feedback regarding post Wolfhunter DLC werewolf state. Biggest pain points:
1. No access to taunt - this makes it impossible for werewolf to fulfil a tank role and basically limits its use to only one role with almost no build diversity - stamina DPS. Adding a taunt would allow to use werewolf as a tank and it would bring more diversity to werewolf builds and playstyles.
Some ideas:
Tommy_The_Gun wrote: »So here is my feedback regarding post Wolfhunter DLC werewolf state. Biggest pain points:
1. No access to taunt - this makes it impossible for werewolf to fulfil a tank role and basically limits its use to only one role with almost no build diversity - stamina DPS. Adding a taunt would allow to use werewolf as a tank and it would bring more diversity to werewolf builds and playstyles.
Some ideas:
You could switch one of your sets to "Tormentor" The 5 piece bonus should probably work with the charge?
(5 items) When you deal damage with a Charge ability,you gain 3642 Physical and Spell Resistance and taunt the enemy to attack you for 15 seconds.
Tommy_The_Gun wrote: »So here is my feedback regarding post Wolfhunter DLC werewolf state. Biggest pain points:
1. No access to taunt - this makes it impossible for werewolf to fulfil a tank role and basically limits its use to only one role with almost no build diversity - stamina DPS. Adding a taunt would allow to use werewolf as a tank and it would bring more diversity to werewolf builds and playstyles.
Some ideas:
You could switch one of your sets to "Tormentor" The 5 piece bonus should probably work with the charge?
(5 items) When you deal damage with a Charge ability,you gain 3642 Physical and Spell Resistance and taunt the enemy to attack you for 15 seconds.
Nope.
Tommy_The_Gun wrote: »So here is my feedback regarding post Wolfhunter DLC werewolf state. Biggest pain points:
1. No access to taunt - this makes it impossible for werewolf to fulfil a tank role and basically limits its use to only one role with almost no build diversity - stamina DPS. Adding a taunt would allow to use werewolf as a tank and it would bring more diversity to werewolf builds and playstyles.
Some ideas:
You could switch one of your sets to "Tormentor" The 5 piece bonus should probably work with the charge?
(5 items) When you deal damage with a Charge ability,you gain 3642 Physical and Spell Resistance and taunt the enemy to attack you for 15 seconds.
Nope.
Didn't try it myself but it's strange if it doesn't work. Possibly a bug then? Pounce should count as a charge skill imo.
DocFrost72 wrote: »Not inly is tormentor not working, but I was not seeing either form of roar affect bosses. The fear shouldn't and that's normal, but I'm starting to suspect that neither the penetration nor the off balance morphs actually deliver said statuses to enemies immune to CC. Will test to be triple sure later when I get home.
DocFrost72 wrote: »Not inly is tormentor not working, but I was not seeing either form of roar affect bosses. The fear shouldn't and that's normal, but I'm starting to suspect that neither the penetration nor the off balance morphs actually deliver said statuses to enemies immune to CC. Will test to be triple sure later when I get home.
Yes this is known, CC immune enemies (players or mobs) are not affected by secondary effects.
You could ask to get this changed for the Major Fracture morph but 100% off-balance uptime would be too strong.
You guys are just now figuring this out? I (and others) were posting about this issue back when the wolfhunter changes were first announced, but of course nobody listened.
The secondary effects of roar don't work on CC immune enemies, making that skill completely useless against bosses.
This is not news. But glad you guys could finally catch up to the conversation months after the PTS for wolfhunter is closed.
make that 15-20k difference m8 if expecially if your not a khajiitAmdar_Godkiller wrote: »@Aznox I'm confused too, and more than a little frustrated. The experience on xbox one does not match what we are hearing and seeing from pc players, which leads me to wonder if there is an actual difference between platforms or just some difference in our testing methods. This is doubly frustrating since consoles are not included in the PTS, and most of the feedback ZOS seems to listen to is coming from the pc "x is overpowered, y is too easy" crowd.
I'd be very interested in doing some comparisons with somebody on pc. Same build/gear/cp, same type of target skeleton, hold down heavy attack to eliminate any differences in rotation/execution, etc.
Do you have ideal CP distribution? I'm on XBX NA and pull 30K in my PVP gear (Darkstride, Prisoner's, Kena) with full impen and all prismatic enchantments without either Blood Moon or Relequen. It's about a 10K dps difference between ideal WW CP setup and stam dps CP distribution.
GT: KraftySynystra
Werewolves already have an extremely limited toolset. Making one of their 5 available skills useless in boss fights was not a positive change. But instead of standing up for werewolf players and pointing this out, you guys cheerleaded the changes so hard I was beginning to wonder if ZOS had paid you for it.
It's great that you guys can somehow pull performance out of WW that 90% of the playerbase can't come close to, but your experience is not typical. Ignoring major issues like this and claiming that werewolves "don't need buffs" based on the performance of a handful of elite players is a gross misrepresentation.
Casually acknowledging the issue months after the fact is just pouring salt in the wound.
Werewolves already have an extremely limited toolset. Making one of their 5 available skills useless in boss fights was not a positive change. But instead of standing up for werewolf players and pointing this out, you guys cheerleaded the changes so hard I was beginning to wonder if ZOS had paid you for it.
It's great that you guys can somehow pull performance out of WW that 90% of the playerbase can't come close to, but your experience is not typical. Ignoring major issues like this and claiming that werewolves "don't need buffs" based on the performance of a handful of elite players is a gross misrepresentation.
Casually acknowledging the issue months after the fact is just pouring salt in the wound.
If 90% of wolves can't put cp in the right spots, put on meta wolf gear and literally only spam light attack... why should anyone listen to what they have to say concerning balance and gameplay health?
Werewolves already have an extremely limited toolset. Making one of their 5 available skills useless in boss fights was not a positive change. But instead of standing up for werewolf players and pointing this out, you guys cheerleaded the changes so hard I was beginning to wonder if ZOS had paid you for it.
It's great that you guys can somehow pull performance out of WW that 90% of the playerbase can't come close to, but your experience is not typical. Ignoring major issues like this and claiming that werewolves "don't need buffs" based on the performance of a handful of elite players is a gross misrepresentation.
Casually acknowledging the issue months after the fact is just pouring salt in the wound.
If 90% of wolves can't put cp in the right spots, put on meta wolf gear and literally only spam light attack... why should anyone listen to what they have to say concerning balance and gameplay health?
Why do you assume they haven't?
As I said before, most of the werewolf players I know who've copied Alcast's slapwolf build (including CP) got around 30k dps out of it. Hence why I wanted to do some comparison testing between Xbox and PC.
This issue isn't just limited to werewolf builds. From what I've seen, meta builds that claim "easy dps" are performing significantly worse than advertised for most players who try them. Unfortunately, when people try to bring this up we're dismissively told to "just copy X build" and that hitting 30-40k is easy. When we persist, we're told it must be a problem with our rotation--though no one ever seems to have any advice on how to improve our rotation besides "git gud." By then most of us have the good sense to slink off and stop asking for advice.
Thing is, this new slapwolf meta proves it's not just bad rotations causing the difference--unless you think we're all somehow screwing up an all light attack rotation. I'd like to get to the bottom of this issue and help myself and my fellow players to improve, but dismissive, elitist comments like the one above don't help.
@Aznox I don't have a set of perfect relequen myself, because all the vet trial groups I've found want to see higher parses than I can currently manage, and I haven't wanted to pug it. I'll hit up some of my guild mates who were getting ~30k on their slapwolf builds though.
I know what you mean about finding it hard to believe. That's how I feel when people claim parses of 40k+. I know precisely one person who's parsed that high on a werewolf. He's one of the best players I know, and he wasn't on a slapwolf clone when he did it.
The only thing that I think that could change that would not throw wolves out of balance and make them to good would be Ult regen while in wolf.
The only thing that I think that could change that would not throw wolves out of balance and make them to good would be Ult regen while in wolf.
I think that would lead to perma-wolves that transform back as soon as their original timer runs out. The WW power is balanced by the limited time they can spend in-form. So this would not be good.
However, it would be an interesting idea to give WW form its own ultimate (other than transformation) that would work like a regular ult. In that case, regen while transformed could work. It would mean a WW cannot transform back at will, but that could be worked around (for example pack leader would stay "traditional", while berserker would lose the ability to transform back at will in exchange for the new "special" WW-form-only ultimate)