Werewolf is fine for next patch. Improvise, adapt, overcome.
Raiden_Gekkou wrote: »Wolf_Watching wrote: »crazywolfpusher wrote: »So nobody will talk about how Werewolf is getting nerfed because of pvp?
https://youtube.com/watch?v=xNpO0_iwcX8
th3asiangod already did some test and the bleed nerf is huge for pve.
But it is bc pve. Accept
Pvers usually aren't the ones complaining about getting shredded by constant bleed damage in battlegrounds though.
The change to werewolf bleed has most likely nothing to do with how werewolf perform in either PvP or PvE. Werewolf has two DoT´s in their toolkit and ZOS changed how DoT´s work this patch.
Werewolf is fine for next patch. Improvise, adapt, overcome.
Werewolf is now able to keep the full potential of their bleed damage while weaving abilities... before you would barely gain any dps by giving up light attack spam.
crazywolfpusher wrote: »Werewolf is now able to keep the full potential of their bleed damage while weaving abilities... before you would barely gain any dps by giving up light attack spam.
Weaving what abilities? outisde pvp realm Howl is a dps loss and you dont spam claws to talk about weaving abilities.
All LA builds will benefit from necro Empower, and thats only for optimized trials groups where WW is not a thing.
Raiden_Gekkou wrote: »Raiden_Gekkou wrote: »Wolf_Watching wrote: »crazywolfpusher wrote: »So nobody will talk about how Werewolf is getting nerfed because of pvp?
https://youtube.com/watch?v=xNpO0_iwcX8
th3asiangod already did some test and the bleed nerf is huge for pve.
But it is bc pve. Accept
Pvers usually aren't the ones complaining about getting shredded by constant bleed damage in battlegrounds though.
The change to werewolf bleed has most likely nothing to do with how werewolf perform in either PvP or PvE. Werewolf has two DoT´s in their toolkit and ZOS changed how DoT´s work this patch.
Werewolf is fine for next patch. Improvise, adapt, overcome.
Of course they're still "fine." They've lost about 5K dps, but it's not like people are running them in vAS or vCR anyway so it doesn't affect much for pve until a new set comes out that can replace Blood Moon. PvP will still have werewolves tearing through people while being tanky and the amount of crying won't really change.
Raiden_Gekkou wrote: »Raiden_Gekkou wrote: »Wolf_Watching wrote: »crazywolfpusher wrote: »So nobody will talk about how Werewolf is getting nerfed because of pvp?
https://youtube.com/watch?v=xNpO0_iwcX8
th3asiangod already did some test and the bleed nerf is huge for pve.
But it is bc pve. Accept
Pvers usually aren't the ones complaining about getting shredded by constant bleed damage in battlegrounds though.
The change to werewolf bleed has most likely nothing to do with how werewolf perform in either PvP or PvE. Werewolf has two DoT´s in their toolkit and ZOS changed how DoT´s work this patch.
Werewolf is fine for next patch. Improvise, adapt, overcome.
Of course they're still "fine." They've lost about 5K dps, but it's not like people are running them in vAS or vCR anyway so it doesn't affect much for pve until a new set comes out that can replace Blood Moon. PvP will still have werewolves tearing through people while being tanky and the amount of crying won't really change.
Where do people keep getting this 5k number from?
Raiden_Gekkou wrote: »Raiden_Gekkou wrote: »Raiden_Gekkou wrote: »Wolf_Watching wrote: »crazywolfpusher wrote: »So nobody will talk about how Werewolf is getting nerfed because of pvp?
https://youtube.com/watch?v=xNpO0_iwcX8
th3asiangod already did some test and the bleed nerf is huge for pve.
But it is bc pve. Accept
Pvers usually aren't the ones complaining about getting shredded by constant bleed damage in battlegrounds though.
The change to werewolf bleed has most likely nothing to do with how werewolf perform in either PvP or PvE. Werewolf has two DoT´s in their toolkit and ZOS changed how DoT´s work this patch.
Werewolf is fine for next patch. Improvise, adapt, overcome.
Of course they're still "fine." They've lost about 5K dps, but it's not like people are running them in vAS or vCR anyway so it doesn't affect much for pve until a new set comes out that can replace Blood Moon. PvP will still have werewolves tearing through people while being tanky and the amount of crying won't really change.
Where do people keep getting this 5k number from?
A video linked on the previous page from t3hasiangod. https://youtube.com/watch?v=xNpO0_iwcX8
That’s an insane amount of damage to get from a set. No wonder the best I could get with bloodmoon/hunting’s/Kenna was only about 38k
crazywolfpusher wrote: »Werewolf is now able to keep the full potential of their bleed damage while weaving abilities... before you would barely gain any dps by giving up light attack spam.
Weaving what abilities? outisde pvp realm Howl is a dps loss and you dont spam claws to talk about weaving abilities.
All LA builds will benefit from necro Empower, and thats only for optimized trials groups where WW is not a thing.
crazywolfpusher wrote: »Werewolf is now able to keep the full potential of their bleed damage while weaving abilities... before you would barely gain any dps by giving up light attack spam.
Weaving what abilities? outisde pvp realm Howl is a dps loss and you dont spam claws to talk about weaving abilities.
All LA builds will benefit from necro Empower, and thats only for optimized trials groups where WW is not a thing.
@crazywolfpusher
Here is an optimized Werewolf set up for light attack spam, Kena/Rele/Blood moon the only ability used is Claws weaved in when duration expires not during a Blood moon proc.
Here is the same set up utilizing howl weaving when Kena proc is up and Blood moon proc is down. Notice a boost in dps.
Here we completely drop Blood moon for essence thief, this set will increase all damage while restoring extra stamina for increased weaving of howls. As you can see Weaving abilities on a werewolf is not a bad idea.
As for saying that All LA builds will benefit from empower, yes that is true but werewolves can have 4x as much damage from light attacks as regular builds, empower is a stronger buff for werewolf than anyone else especially when utilizing Blood Moon.
Luckylancer wrote: »I have only one problem.
Sub 50 Pvp: werewolfs get all passives and skills at level 10 chracter if the player strait out farm WW. All other classes get their passives and actives around 45lvl. But on top of this, best WW counters (Fighters G) is not unlocked at sub 50 players if they dont farm FGs.
Result is there are naxed WW players that cant beat others at normal pvp go to sub 50 to pub stomp weaker toons. Weaker toong dont have FG passives or DB do counter them.
How to fix: sub 50 WW should be nerfed without touching +50lvl werewolfs. This way, future WW buffs wont make sub 50 pvp worse.
Amdar_Godkiller wrote: »Luckylancer wrote: »I have only one problem.
Sub 50 Pvp: werewolfs get all passives and skills at level 10 chracter if the player strait out farm WW. All other classes get their passives and actives around 45lvl. But on top of this, best WW counters (Fighters G) is not unlocked at sub 50 players if they dont farm FGs.
Result is there are naxed WW players that cant beat others at normal pvp go to sub 50 to pub stomp weaker toons. Weaker toong dont have FG passives or DB do counter them.
How to fix: sub 50 WW should be nerfed without touching +50lvl werewolfs. This way, future WW buffs wont make sub 50 pvp worse.
WW is super weak in no CP PVP. Also WW is already getting nerfed for like the 3rd straight patch. Just git gud, mate.
Amdar_Godkiller wrote: »Luckylancer wrote: »I have only one problem.
Sub 50 Pvp: werewolfs get all passives and skills at level 10 chracter if the player strait out farm WW. All other classes get their passives and actives around 45lvl. But on top of this, best WW counters (Fighters G) is not unlocked at sub 50 players if they dont farm FGs.
Result is there are naxed WW players that cant beat others at normal pvp go to sub 50 to pub stomp weaker toons. Weaker toong dont have FG passives or DB do counter them.
How to fix: sub 50 WW should be nerfed without touching +50lvl werewolfs. This way, future WW buffs wont make sub 50 pvp worse.
WW is super weak in no CP PVP. Also WW is already getting nerfed for like the 3rd straight patch. Just git gud, mate.
Idk where this nerf is everyone keeps talking about.
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »Luckylancer wrote: »I have only one problem.
Sub 50 Pvp: werewolfs get all passives and skills at level 10 chracter if the player strait out farm WW. All other classes get their passives and actives around 45lvl. But on top of this, best WW counters (Fighters G) is not unlocked at sub 50 players if they dont farm FGs.
Result is there are naxed WW players that cant beat others at normal pvp go to sub 50 to pub stomp weaker toons. Weaker toong dont have FG passives or DB do counter them.
How to fix: sub 50 WW should be nerfed without touching +50lvl werewolfs. This way, future WW buffs wont make sub 50 pvp worse.
WW is super weak in no CP PVP. Also WW is already getting nerfed for like the 3rd straight patch. Just git gud, mate.
Idk where this nerf is everyone keeps talking about.
Losing the bleed refresh is massive in pvp. That's like 3000 damage a second I'm losing on players. And with NBs getting silence added to Incap, solo play is going to be worse than ever. No healing for three seconds means more sprinting, dodge rolling, and consequently much less sustain. How is this not a nerf to WW play in PVP? Are we getting something to compensate? I'm not seeing your silver lining.
Tommy_The_Gun wrote: »Werewolf imho lacks an ability to taunt. Especially if you consider that Necromancer using Bone Goliath Transformation ulti still can use normal skills (that also include taunt). Also Necro ulti (very similar to WW ulti) provides huge bonus to survivability and dmg for a limited time.
Right now WW is only used as a DPS role (with a very limited build diversity), and in PvP (also with a very niche builds).
Adding a taunt would unlock tanking role and also would improve build diversity by a lot, since tanks have a lot to chose from, when it comes to gear.
This can be done in several ways and all of them would be a good option:
- Add taunt to heavy attacks to one of the ww ulti morphs.
- Taunt effect can be added to Infectious Claws skill (Claws of Life morph seems to be a good candidate for it).
- Add a WW passive that will simply check if you have shield or frost staff equipped. If yes then your heavy attacks will taout enemies. If no, then your light attacks would have some small buff (like more resources recovery or something like that. Something small and insignificant not to make it OP).
So, please class reps, look into it.
I mean, it would even make sense. Imagine this scenario: You are a mob guarding a dungeon. You see a mage, a rogue with a bow and a Werewolf. Who is most dangerous & who should be dealt with in a 1st place ?
Tommy_The_Gun wrote: »Werewolf imho lacks an ability to taunt. Especially if you consider that Necromancer using Bone Goliath Transformation ulti still can use normal skills (that also include taunt). Also Necro ulti (very similar to WW ulti) provides huge bonus to survivability and dmg for a limited time.
Right now WW is only used as a DPS role (with a very limited build diversity), and in PvP (also with a very niche builds).
Adding a taunt would unlock tanking role and also would improve build diversity by a lot, since tanks have a lot to chose from, when it comes to gear.
This can be done in several ways and all of them would be a good option:
- Add taunt to heavy attacks to one of the ww ulti morphs.
- Taunt effect can be added to Infectious Claws skill (Claws of Life morph seems to be a good candidate for it).
- Add a WW passive that will simply check if you have shield or frost staff equipped. If yes then your heavy attacks will taout enemies. If no, then your light attacks would have some small buff (like more resources recovery or something like that. Something small and insignificant not to make it OP).
So, please class reps, look into it.
I mean, it would even make sense. Imagine this scenario: You are a mob guarding a dungeon. You see a mage, a rogue with a bow and a Werewolf. Who is most dangerous & who should be dealt with in a 1st place ?
cpuScientist wrote: »I tried it yesterday highest I got on the atro was 93k more is possible obviously. Highest I got on the 3 mil with puncture was 58k and the 6mill was 56k. Essence theif and spamming shouts instead of brain less light attack spam felt so much better so did having to go and get the essence that was honestly a fun mechanic that made it more rewarding. Now that will be troublesome at times. I would suggest just using dubious and stormfist for sustain. You can drop Relequen and slot vicious ophidian if need more sustain. But I was genuinely fine with stormfist and dubious with some heavies thrown in. Heavies will have to be used.
Much funner werewolf experience than the horrid light attack it was at. The claws of life heal is nicer too since they upped the damage of the dot. The AOE component of it does 10k tooltip more than spin so good AOE option in trash pulls and the dot is 2k more than my howl so it's solid damage worth keeping up especially for the added heals.
10/10 very fun and strongk
Tommy_The_Gun wrote: »Werewolf imho lacks an ability to taunt. Especially if you consider that Necromancer using Bone Goliath Transformation ulti still can use normal skills (that also include taunt). Also Necro ulti (very similar to WW ulti) provides huge bonus to survivability and dmg for a limited time.
Right now WW is only used as a DPS role (with a very limited build diversity), and in PvP (also with a very niche builds).
Adding a taunt would unlock tanking role and also would improve build diversity by a lot, since tanks have a lot to chose from, when it comes to gear.
This can be done in several ways and all of them would be a good option:
- Add taunt to heavy attacks to one of the ww ulti morphs.
- Taunt effect can be added to Infectious Claws skill (Claws of Life morph seems to be a good candidate for it).
- Add a WW passive that will simply check if you have shield or frost staff equipped. If yes then your heavy attacks will taout enemies. If no, then your light attacks would have some small buff (like more resources recovery or something like that. Something small and insignificant not to make it OP).
So, please class reps, look into it.
I mean, it would even make sense. Imagine this scenario: You are a mob guarding a dungeon. You see a mage, a rogue with a bow and a Werewolf. Who is most dangerous & who should be dealt with in a 1st place ?
Of all things werewolf miss, a taunt would be one of the lasts things tbh. Easiest way to resolve this would be to let tormentor set proc from pounce.