I can't speak for him/her, but I played my werewolf on test with the new changes, and it's just not worth it. Being locked into a rigid skill set that is far less effective than my regular Nightblade is just a waste of time. Plus my wolf is even more useless in groups than before, and won't be invited to any trials.
The only use for werewolf now will be strictly role playing. The skill points will be much more useful elsewhere.
I can't speak for him/her, but I played my werewolf on test with the new changes, and it's just not worth it. Being locked into a rigid skill set that is far less effective than my regular Nightblade is just a waste of time. Plus my wolf is even more useless in groups than before, and won't be invited to any trials.
The only use for werewolf now will be strictly role playing. The skill points will be much more useful elsewhere.
I really didn't notice huge a change in performance in pve after going from pack leader to Berserker.
What numbers were you pulling?
Same gear , Kena , Relequeen , Bloodmoon
Wolfhunter - 42k
Nerfmire - 37k
Coming patch - IDK
Chrlynsch , that's impressive you made some good parser results , but that's what I hit in the console .
I have changed 4 different classes WW back to the normal stam dps due to the dps lost and fit my guild trial progression , if the new parser drop below 37k , I will change my last templar WW as well .
If you guys feel there are no big impacts to WW since Nerfmire , I think I am the main problem lol .
1. Up time... It would be good if the time we get from hitting mobs was increased. This would mean stopping in battle to feed would not be such a hassle. People standing in the way or even my own dire wolves have cost me a transformation on mor than one occasion.
2. Wolf colour... Yes it is only window dressing but being able to change fur colour would make WW more interesting. If I could suggest there is a plain coat model and a two tone model (or strips etc) again so there is more variation.
I am a casual WW player so I understand if these are not top priority for keen WW players.
So lets review the patch notes.
Developer Comments: ".... With our ongoing ability standard audit, we’ve taken Werewolf and set their abilities to be 25% “more” per cast, meaning when compared to a similar ability category, the Werewolf version should deal 25% more damage but cost 25% more....."
"Hircine’s Bounty:
Increased the cost of this ability and its morphs by 25%.
Reduced the healing to 37.5% of your Max Health from 45% of your Max Health, which is 25% stronger than the standard 30%."
...... Who the hell does the math at ZOS. How is "reduced the healing to 37.5% from 45%" a 25% boost? Are they teaching something new in school these days?
"Hircine’s Fortitude (morph): This morph is now 25% stronger in heal potency compared to the base, which will result in an approximate 16% reduction in healing compared to the previous value."
......Definition of an oxymoron. Something can not be "25% stronger in heal potency" while at the same time providing "16% LESS healing" than what it provides now while costing 25% more.
"Werewolf Transformation:
Reduced the damage dealt by your Light and Heavy Attacks with this ability and its morphs by approximately 17%."
"....This ability and the Pack Leader morph no longer apply a bleed to enemies hit with Light Attacks, or deal area damage with Heavy Attacks...."
......Yep, that sounds 25% stronger......definitely 25% stronger.
"Piercing Howl: Reduced the cost of this ability to 2869 from 3510, and reduced the damage dealt by approximately 14%."
.....Sounds about 25% stronger to me, how about you?
"Infectious Claws:
Increased the cost of this ability and its morphs to 3442 from 3240.
Increased the damage of the initial hit by 25%.
Reduced the Damage over Time of these abilities by approximately 11% per tick."
.....Ok, there is the 25% damage and cost boost, but oh wait, what is this 11% Damage reduction. *** it no longer equals a 25% boost while costing more.
"Werewolf Berserker (morph): Increased the damage of the bleed from your Light Attacks by 25%."
..... I see it, there is a 25% boost to the only bleed we now apply (remember base and pack leader do not apply bleed), but oh wait, no 25% bonus to light attack damage which instead took a 17% damage reduction according to "werewolf transformation"
So loads of sarcasm in my post but really, how do they quantify us doing 25% more damage while costing 25% more. There is nothing but less damage and less healing across the board while costing significantly more. This *** is getting worse the more i re-read it.
I can't speak for him/her, but I played my werewolf on test with the new changes, and it's just not worth it. Being locked into a rigid skill set that is far less effective than my regular Nightblade is just a waste of time. Plus my wolf is even more useless in groups than before, and won't be invited to any trials.
The only use for werewolf now will be strictly role playing. The skill points will be much more useful elsewhere.
So lets review the patch notes.... So loads of sarcasm in my post but really, how do they quantify us doing 25% more damage while costing 25% more. There is nothing but less damage and less healing across the board while costing significantly more. This *** is getting worse the more i re-read it.
Think ZOS was talking about comparable abilities.
All classes have a unique buff that they bring to a group, while in were form they do not provide that buff to the group. Werewolf should be given a unique buff to their pounce that grants a group or raid that buff.
@Nefas thanks for chiming in.
Here is the same idea but fully fleshed out.
Pounce on an enemy, dealing x Physical Damage.
You and your group members within 30 meters gain Ravenous for 20 seconds, increasing damage over time by 8%
A werewolf deals roughly 30k dot damage on pts, so they would gain roughly 2.4k dps on an iron target dummy.
I had this posted about packleader in another thread.
Pack leader should drop the direwolves and move to something more thematic.
Pack Leader 200 ult:
Transform into a beast, fearing nearby enemies for 3 seconds.
You and your group members within 30m gain an additional 20% to the call of the pack bonus and deal an additional 8% direct damage.
While slotted, your Stamina Recovery is increased by 15%.
Pack leader for solo play would have a more manageable timer but lower dps.
In group play they would provide a powerful boon to a group or raid. That would increase overall raid dps enough to make up for their lower dps values.
Thematically and min/max, you wouldn't want to bring more than one pack leader to a raid or pvp group as their buffs wouldn't stack.
Due to the variable nature and needs of group composition I would make one unusual request. Allow werewolves to change ult morph at any time. So when you make up a new group you can easily establish who is the packleader and who will be Berserker, without a trip to the shrine every time you switch content or group comp (Switching ults while transformed will make you lose your form and revert to human form as it does now).
Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ? WW has some CC & gap closer build in, and since the DMG is gone from Pack Leader it could get a taunt on heavy attacks & some build in block cost reduction, maybe somehow tied in to pets ? (if your pets deal dmg you get +x% block cost reduction, stacking up to x%)
^ Just an idea. If Pack Leader is lacking dmg it should have higher survivability. Also making so would would be coherent with ZOS vision of this morph.
Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Wolf_Watching wrote: »Wolf_Watching wrote: »Sounds good to me. Should have heavy reduced cost for block. Taunt on heavy for 15 secs. And a buff to increased time for other werewolves in your group by an extra 5% up to 20% for 4 WWs (including yourself). Would make it useful. Also change tormenter set to work for all gap closers.
Regarding this idea of Werewolf tanking that seems prevalent among some players, it seems completely antithetical to everything Lycanthropy has ever been about in an Elder Scrolls game, or even the idea of actual wolves in real life.
WWs have always been about jumping in, terrifying prey into scattering in all directions, chasing down the ones separated from the herd, and mauling them to death one at a time (and then eating them of course).
Wolves in real life similarly will scare herds into running in all directions, then separate the weakest prey and chase it until it collapses from exhaustion..and then eat them.
A tank has to do the complete opposite of that, going deliberately for the strongest enemies and gathering them up instead of chasing them away.Tommy_The_Gun wrote: »Since Pack Leader is suppose to be a utility / support, how about making this a tank morph ?
As a tankier morph maybe but not an actual tank imo.
Well dude. Pack leader is obviously now suppose to be the "tank" morph like it or not. It might as well be usuable too. Dumb af comments honestly. Just cause you don't like change or want it doesn't mean it doesn't need to happen.