JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
FenrisWolf1136 wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
Lol. I'm plenty objective. Id love to see some nice changes to werewolf. Problem is zos will not separate pvp and pve so we work with what we have. And what does my name have to do with it? I've had the username for years. Making assumptions towards people you don't know isn't helpful on a feedback forums. Zos needs to find a better balance, werewolf is in a poor weak state right now. And no matter what way you try to spin it, ww should not be limited to one style of play (pvp /pve). That's just a really bad decision.
so in regards to the lack of group utilization which is one of the biggest excuses I hear from toxic players to ostracize werewolf players from dungeons/trials.
I believe pounce needs a unique buff tied to it with the morphs remaining the same. extra time or extra AoE.
Major/Minor Fester adds 10/20% damage from DoT sources
I would have said bleed and disease sources but not all builds (mag vs stam) even use bleed/disease damage.
werewolves need something to bring to the table to help tone down the reasons for ostracizing. (though the ignorant will likely remain ignorant unfortunately)
bro I feel like this was posted from a phone. can you elaborate for me pleaseJusticeSouldier wrote: »Lool, fester???? u didn't enouch frustrated of dots meta in this patch or don't play pvp? wtf?
JusticeSouldier wrote: »so in regards to the lack of group utilization which is one of the biggest excuses I hear from toxic players to ostracize werewolf players from dungeons/trials.
I believe pounce needs a unique buff tied to it with the morphs remaining the same. extra time or extra AoE.
Major/Minor Fester adds 10/20% damage from DoT sources
I would have said bleed and disease sources but not all builds (mag vs stam) even use bleed/disease damage.
werewolves need something to bring to the table to help tone down the reasons for ostracizing. (though the ignorant will likely remain ignorant unfortunately)
Lool, fester???? u didn't enouch frustrated of dots meta in this patch or don't play pvp? wtf?
Tommy_The_Gun wrote: »- Keeping weapon passives in WW form.
- Allowing to use non-dmg class abilities (buffs or de-buffs) in WW form.
- Allowing to use sneak in WW form.
- Perhaps, adding more skills, so you could customize your "only" 1 bar.
- In general, it should not be treated as an Ultimate, but rather as a "mini-class".
JusticeSouldier wrote: »so in regards to the lack of group utilization which is one of the biggest excuses I hear from toxic players to ostracize werewolf players from dungeons/trials.
I believe pounce needs a unique buff tied to it with the morphs remaining the same. extra time or extra AoE.
Major/Minor Fester adds 10/20% damage from DoT sources
I would have said bleed and disease sources but not all builds (mag vs stam) even use bleed/disease damage.
werewolves need something to bring to the table to help tone down the reasons for ostracizing. (though the ignorant will likely remain ignorant unfortunately)
Lool, fester???? u didn't enouch frustrated of dots meta in this patch or don't play pvp? wtf?
Werewolf bleed is one of the weakest DoTs in PvP at the moment. Even a werewolf cheesing it and investing everything into their DoTs will still hit weaker than some non werewolf build running entropy or soultrap........
But then again, I don't play werewolf anymore so don't really care what zos does with it at this point, can't get much worse than this.
bro I feel like this was posted from a phone. can you elaborate for me pleaseJusticeSouldier wrote: »Lool, fester???? u didn't enouch frustrated of dots meta in this patch or don't play pvp? wtf?
in either case it's been well established that werewolves are nearly extinct in both pve and pvp with this patch and with a whopping nerf to light attacks and bleeds respecting resistance. 10% would hardly tickle any more than the feather being used now.
JusticeSouldier wrote: »JusticeSouldier wrote: »so in regards to the lack of group utilization which is one of the biggest excuses I hear from toxic players to ostracize werewolf players from dungeons/trials.
I believe pounce needs a unique buff tied to it with the morphs remaining the same. extra time or extra AoE.
Major/Minor Fester adds 10/20% damage from DoT sources
I would have said bleed and disease sources but not all builds (mag vs stam) even use bleed/disease damage.
werewolves need something to bring to the table to help tone down the reasons for ostracizing. (though the ignorant will likely remain ignorant unfortunately)
Lool, fester???? u didn't enouch frustrated of dots meta in this patch or don't play pvp? wtf?
Werewolf bleed is one of the weakest DoTs in PvP at the moment. Even a werewolf cheesing it and investing everything into their DoTs will still hit weaker than some non werewolf build running entropy or soultrap........
But then again, I don't play werewolf anymore so don't really care what zos does with it at this point, can't get much worse than this.
did u read what he asked for? he asked for a new minor and major buffs added to the game...
here not important if ww bleed is the strongest or weakest, such a thing will up all dots damage in game...
it's garbage. even with upcoming in dragonhold changes in system of how single target dots will apply.bro I feel like this was posted from a phone. can you elaborate for me pleaseJusticeSouldier wrote: »Lool, fester???? u didn't enouch frustrated of dots meta in this patch or don't play pvp? wtf?
in either case it's been well established that werewolves are nearly extinct in both pve and pvp with this patch and with a whopping nerf to light attacks and bleeds respecting resistance. 10% would hardly tickle any more than the feather being used now.
elaborate for u? ok.
asking for Major and Minor "Fester" buff is total incompetence because number and power of dots in game is crazy now.
learn the game my friend before asking absolutly awful things.
I think game design was more enjoyable when you came across different kinds of opponents and had to fight each one differently because they all were very powerful in their own way, and you were rewarded for using different strategy and tactics depending on the opponent and successfully countering them, rewarded for experience and skill.
JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
Lol. I'm plenty objective. Id love to see some nice changes to werewolf. Problem is zos will not separate pvp and pve so we work with what we have. And what does my name have to do with it? I've had the username for years. Making assumptions towards people you don't know isn't helpful on a feedback forums. Zos needs to find a better balance, werewolf is in a poor weak state right now. And no matter what way you try to spin it, ww should not be limited to one style of play (pvp /pve). That's just a really bad decision.
Plenty objective because "I'm sure I'm objective", mr. Fenris Wolf. Bravo!
Werewolf is in a wrong state, but not that one u think it is. That is my point.
Marcus_Cassius wrote: »So what was the logic into nerfing the light attacks by 25% and gutting the pets ? Why even using the morph it brings absolutely nothing at all ! The tank already apply minor defile .The dps of the ww is at the very best 70k(not reaching that myself) max parse i seen on trial dummy, while other dps classes top 100K+ now that with best gear possible in both case . There's no reason to bring a werewolf to a trial or a vet dungeon , anything else will perform better. They still have better survivability for solo content like vma but that's an extremely niche role. I am not seeing the pets anymore, and rarely any WW now.
I cant comment on pvp i am no expert on them, but i am not seeing them either.
Marcus_Cassius wrote: »So what was the logic into nerfing the light attacks by 25% and gutting the pets ? Why even using the morph it brings absolutely nothing at all ! The tank already apply minor defile .The dps of the ww is at the very best 70k(not reaching that myself) max parse i seen on trial dummy, while other dps classes top 100K+ now that with best gear possible in both case . There's no reason to bring a werewolf to a trial or a vet dungeon , anything else will perform better. They still have better survivability for solo content like vma but that's an extremely niche role. I am not seeing the pets anymore, and rarely any WW now.
I cant comment on pvp i am no expert on them, but i am not seeing them either.
They don't have quite the same surviability in vMA as they used to (sorcs, nb's, and even now templars have a much easier time in vma). When in WW form regardless of which morph you choose, you take significantly more damage now than before. Prior to scalebreaker, your direwolves would draw agro, thus reducing damage you were taking directly. Now, direwolves are not targetable, all enemies target you, not your direwolves, it is a significantly noticable damage increase you take in there with packleader (minor maim doesn't do *** in vMA), and even worse with beserker morph. This, in conjunction with your heals healing for less yet costing significantly more will make it more problematic in vMA.
I used to run weapon damage pots in all stages except for stage 5. Now I run tristat pots in most stages because I need the magicka return so I can heal. I then had to choose the other heal morph to gain major brutality, reducing my healing further. I have only run vMA a handful of times since scalebreaker now because I'm going to have to rework things to go for score runs. It is not fun at the moment. I find myself dead from things that should not kill me simply because i had to cast 2 heals, then was outa mag so dead.
Marcus_Cassius wrote: »Marcus_Cassius wrote: »So what was the logic into nerfing the light attacks by 25% and gutting the pets ? Why even using the morph it brings absolutely nothing at all ! The tank already apply minor defile .The dps of the ww is at the very best 70k(not reaching that myself) max parse i seen on trial dummy, while other dps classes top 100K+ now that with best gear possible in both case . There's no reason to bring a werewolf to a trial or a vet dungeon , anything else will perform better. They still have better survivability for solo content like vma but that's an extremely niche role. I am not seeing the pets anymore, and rarely any WW now.
I cant comment on pvp i am no expert on them, but i am not seeing them either.
They don't have quite the same surviability in vMA as they used to (sorcs, nb's, and even now templars have a much easier time in vma). When in WW form regardless of which morph you choose, you take significantly more damage now than before. Prior to scalebreaker, your direwolves would draw agro, thus reducing damage you were taking directly. Now, direwolves are not targetable, all enemies target you, not your direwolves, it is a significantly noticable damage increase you take in there with packleader (minor maim doesn't do *** in vMA), and even worse with beserker morph. This, in conjunction with your heals healing for less yet costing significantly more will make it more problematic in vMA.
I used to run weapon damage pots in all stages except for stage 5. Now I run tristat pots in most stages because I need the magicka return so I can heal. I then had to choose the other heal morph to gain major brutality, reducing my healing further. I have only run vMA a handful of times since scalebreaker now because I'm going to have to rework things to go for score runs. It is not fun at the moment. I find myself dead from things that should not kill me simply because i had to cast 2 heals, then was outa mag so dead.
Yes its true , only way to get more survivability is put more cp into dots so the claw of life sustain you a bit more and wear some mighty chudan to be tankier. Then you certainly wont go into high score with this but you live
IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
That is a rediculous requirement. You don't need 75K dps to complete anything
JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
IlCanis_LupuslI wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
I'm still having fun with it in pvp while soloing. I it's harder but still having fun.
IlCanis_LupuslI wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
I'm still having fun with it in pvp while soloing. I it's harder but still having fun.
I've tried ww in both group and solo this patch. Werewolf is still viable for seal clubbing (if you're into that, which I'm really not) and can work in group, but zos killed the uniqueness of the playstyle this patch for me.
Werewolf just doesn't bring any unique features to PvP anymore. I used to be cautious whenever I saw another werewolf in PvP last patch (and before that as well), but now whenever I see one I know they're free AP. I've even managed to win 1v1 against werewolf builds with imperial physique (while being on non ww setups without physique), which was unthinkable before Scalebreaker, and frankly, I don't think one should be able to survive against a ww with physique (even a mediocre one). I can un irocnically outsustain a werewolf with physique and since their damage is laughable, I barely have to focus on my own survivability.
Werewolfs aren't a threat anymore in my eyes, and I won't be playing ww unless zos starts listen to feedback from the tiny part of the player base that actually have knowledge about the playstyle.
IlCanis_LupuslI wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
I'm still having fun with it in pvp while soloing. I it's harder but still having fun.
I've tried ww in both group and solo this patch. Werewolf is still viable for seal clubbing (if you're into that, which I'm really not) and can work in group, but zos killed the uniqueness of the playstyle this patch for me.
Werewolf just doesn't bring any unique features to PvP anymore. I used to be cautious whenever I saw another werewolf in PvP last patch (and before that as well), but now whenever I see one I know they're free AP. I've even managed to win 1v1 against werewolf builds with imperial physique (while being on non ww setups without physique), which was unthinkable before Scalebreaker, and frankly, I don't think one should be able to survive against a ww with physique (even a mediocre one). I can un irocnically outsustain a werewolf with physique and since their damage is laughable, I barely have to focus on my own survivability.
Werewolfs aren't a threat anymore in my eyes, and I won't be playing ww unless zos starts listen to feedback from the tiny part of the player base that actually have knowledge about the playstyle.
Humanoid builds outperform werewolves in every way. Offensively and defensively.
Higher damage. More ways to dish out damage, melee and ranged, direct and dot.
Higher healing. More ways to heal, self and group, direct and hot.
Higher sustain. Skills are less costly and do more damage, healing, and provide more utility. So overall sustain is way better and more efficient.
Higher mobility. No need to feed the timer so can reposition, run, hide, and wait for the right moment to attack. Can actually cleanse CC to keep up the flow of movement.
Werewolves don’t provide short term overwhelming burst damage to take down tanky targets anymore. And it’s clear that the longer you stay in werewolf form the more you lose out on the benefits of humanoid form I just listed above.
And don’t forget... good werewolf builds have always required players to be weak in humanoid form. Any good werewolf knows that to maximize werewolf power... the trade off is crappy humanoid power.
All bad. No good. Why play werewolf again?
IlCanis_LupuslI wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
I'm still having fun with it in pvp while soloing. I it's harder but still having fun.
I've tried ww in both group and solo this patch. Werewolf is still viable for seal clubbing (if you're into that, which I'm really not) and can work in group, but zos killed the uniqueness of the playstyle this patch for me.
Werewolf just doesn't bring any unique features to PvP anymore. I used to be cautious whenever I saw another werewolf in PvP last patch (and before that as well), but now whenever I see one I know they're free AP. I've even managed to win 1v1 against werewolf builds with imperial physique (while being on non ww setups without physique), which was unthinkable before Scalebreaker, and frankly, I don't think one should be able to survive against a ww with physique (even a mediocre one). I can un irocnically outsustain a werewolf with physique and since their damage is laughable, I barely have to focus on my own survivability.
Werewolfs aren't a threat anymore in my eyes, and I won't be playing ww unless zos starts listen to feedback from the tiny part of the player base that actually have knowledge about the playstyle.
Humanoid builds outperform werewolves in every way. Offensively and defensively.
Higher damage. More ways to dish out damage, melee and ranged, direct and dot.
Higher healing. More ways to heal, self and group, direct and hot.
Higher sustain. Skills are less costly and do more damage, healing, and provide more utility. So overall sustain is way better and more efficient.
Higher mobility. No need to feed the timer so can reposition, run, hide, and wait for the right moment to attack. Can actually cleanse CC to keep up the flow of movement.
Werewolves don’t provide short term overwhelming burst damage to take down tanky targets anymore. And it’s clear that the longer you stay in werewolf form the more you lose out on the benefits of humanoid form I just listed above.
And don’t forget... good werewolf builds have always required players to be weak in humanoid form. Any good werewolf knows that to maximize werewolf power... the trade off is crappy humanoid power.
All bad. No good. Why play werewolf again?
Good points .
TBH , I feel humanroid is EZ mode this patch lol .
I changed all my 6 classes WW back to the humanroid .
Im not gonna play WW anymore , I believe ZOS will not buff WW again base on low MMR BG results .
I'm sure the devs really thought "Werewolf should feel 25% stronger, but cost 25% more" was a good way to go and they could make it happen. They didn't realize that ww gets no weapon passives, nor passive for slotting specific skills, so what cost 25% more in ww form is actually more like 25% weaker than in human form, not stronger.
IlCanis_LupuslI wrote: »JusticeSouldier wrote: »FenrisWolf1136 wrote: »JusticeSouldier wrote: »IlCanis_LupuslI wrote: »
In pve my dps has dropped from 75k dps to 60k dps so I can't do most vet raids anymore since my dps doesn't Reach the requirements so I stick to dungeon runs and pvp.
big mistake of Zos, that they increased general dps to a very huge values.
it caused all non-dlc dungeons and craglorn trials to became easy af, and some veteran dlc dungeons and trials possible only mith maximizing everything to the roof.
And, worst thing, that it touched pvp to cause same problem as was before they added 50% cut for damage and healing for battle spirit.
But, it isn't worth... Werewolf of Vampire are things mainly for PvP, which should be basement for it's design.
And pve balancing should rely at this not at numbers appeared in game because of broken roof for pve dps.
That's why 75 or 60k even not for werewolf are not right things if they owerpower them in pvp.
And mechanics in pve, which designed for these numbers are also garbage.
Werewolf and vampire are not designed for "mainly pvp". Sure they are not a class per say, but you wouldn't go and say some class is designed for mainly pvp. They should be usable and designed around using them in all content. Pve and pvp. 75k on a werewolf is fine, a bit low actually for some pve hm trials, but they are not overpowered in pvp or pve at all. If you think they are, you need to learn to counter them and wear them down. Its rather easy to do now that their heal cost is so extreme and that bleeds have been nerfed.
Also, regarding dungeons and trials. Mechanics that require a dps rush are fine, its supposed to be challenging.
The issue i have with the dungeons and trials is when the game is in such a broken state that the mechanics break, refuse to show up, cause invisible aoes, invincible adds, targeting issues, bosses aoes don't go where they are displayed, full out crashes... the list goes on.
u're not objective here.
even your nickname shows this.
sorry dude, but this dancing around both pve and pvp at the same time without prioritizing causes such problems as this game got in this patch. and causes no enjoy for me for example to play as ww because it stays crap for a bunch of years partly because of this.
pvp, than pve here, because of the combat balance issues.
ZOS will never seperate PvE and PvP and it makes no sense to do so at this point. Werewolf is dead, unless you zerg or get carried by a group......
Just let ww go
I'm still having fun with it in pvp while soloing. I it's harder but still having fun.
I've tried ww in both group and solo this patch. Werewolf is still viable for seal clubbing (if you're into that, which I'm really not) and can work in group, but zos killed the uniqueness of the playstyle this patch for me.
Werewolf just doesn't bring any unique features to PvP anymore. I used to be cautious whenever I saw another werewolf in PvP last patch (and before that as well), but now whenever I see one I know they're free AP. I've even managed to win 1v1 against werewolf builds with imperial physique (while being on non ww setups without physique), which was unthinkable before Scalebreaker, and frankly, I don't think one should be able to survive against a ww with physique (even a mediocre one). I can un irocnically outsustain a werewolf with physique and since their damage is laughable, I barely have to focus on my own survivability.
Werewolfs aren't a threat anymore in my eyes, and I won't be playing ww unless zos starts listen to feedback from the tiny part of the player base that actually have knowledge about the playstyle.
Humanoid builds outperform werewolves in every way. Offensively and defensively.
Higher damage. More ways to dish out damage, melee and ranged, direct and dot.
Higher healing. More ways to heal, self and group, direct and hot.
Higher sustain. Skills are less costly and do more damage, healing, and provide more utility. So overall sustain is way better and more efficient.
Higher mobility. No need to feed the timer so can reposition, run, hide, and wait for the right moment to attack. Can actually cleanse CC to keep up the flow of movement.
Werewolves don’t provide short term overwhelming burst damage to take down tanky targets anymore. And it’s clear that the longer you stay in werewolf form the more you lose out on the benefits of humanoid form I just listed above.
And don’t forget... good werewolf builds have always required players to be weak in humanoid form. Any good werewolf knows that to maximize werewolf power... the trade off is crappy humanoid power.
All bad. No good. Why play werewolf again?
Good points .
TBH , I feel humanroid is EZ mode this patch lol .
I changed all my 6 classes WW back to the humanroid .
Im not gonna play WW anymore , I believe ZOS will not buff WW again base on low MMR BG results .
Similar, I went from 5 ww characters down to 2 just so I can play around with various builds. So far I'm not liking the PVP builds I've come up with. The one that works the best in NG's and non-cp cyrodiil is Steadfast hero with curse eater, then a dps monster set. But it is still so much weaker than before.
I'm sure the devs really thought "Werewolf should feel 25% stronger, but cost 25% more" was a good way to go and they could make it happen. They didn't realize that ww gets no weapon passives, nor passive for slotting specific skills, so what cost 25% more in ww form is actually more like 25% weaker than in human form, not stronger.