Coolio_Wolfus wrote: »I wonder if the Pack Leader Direwolves attacks count as doing damage for the timer increase as well?
I think werewolves must have fast finishing moves (if target below 10% HP and proc chance = crit chance) something like: two-handed skull crush; powerful strike through the chest with the target's heart in the claws; or simple tearing the target apart (for ex: tear hands off and blow the chest off with the roar).
Where did you see fierce beasts fight like kittens - no blood, no fear, no rampage?
I think werewolves must have fast finishing moves (if target below 10% HP and proc chance = crit chance) something like: two-handed skull crush; powerful strike through the chest with the target's heart in the claws; or simple tearing the target apart (for ex: tear hands off and blow the chest off with the roar).
Where did you see fierce beasts fight like kittens - no blood, no fear, no rampage?
NPC werewolves have some cool moves like this that Player WW don't. In one of the Wrothgar delves (I think?) There is one where they leap in the air and do an overhand punch that leaves you stunned. That's what our HA animation should be instead of the awkward bear hug.
RaptorRodeoGod wrote: »I was under the impression they added the movement speed and defense buffs to those passives, not that they replaced the old effects.
[Edit] Yeah, they both say "This ability now also" does yadda yadda, so we aren't losing the previous/current effect of those passives.
Overall I'm a bit concerned about some of these changes. The more I look at them, the more most of them seem like nerfs.[/edit]
Honestly the removal of the 10% weapon damage bonus from Hircine's Rage is the most glaring nerf PvE wise (to me at least). Everything else seems to be more or less a buff though (for PvE). I'm interested to see what my SOLO wolf form up time and DPS are after the update.
Healing Nerfs:
The change to Hircine's Bounty is a nerf to most currently effective wolf builds. It changes the priority from stamina/weapon damage + magicka/spell damage to stamina/weapon damage + health, which not only renders hybrid sets like shacklebreaker and pelinial's less effective, but also means things that increase your max weapon and spell damage (such as Kena, berzerk weapon enchant, etc) no longer boost your healing.
It also removes the heal over time from the Hircine's Fortitude morph, which makes you reliant on claws of life or healing potions to proc Earthgore, which is basically the only way a werewolf can group heal.
Damage:
The 10% buff to light and heavy attacks granted by Howl of Despair's 'Feeding Frenzy' synergy has been replaced with a much shorter duration Empower. This doesn't apply to heavy attacks, doesn't stack with othet sources of empower, and judging by the wording now only affects the person activating the synergy, instead of buffing the whole group. So while it could be as much as a 30% increase for the person activating it, the other people in your party not getting the buff makes this a net loss--which gets worse the bigger your group is.
The 10% damage buff from Hircine's Rage was removed, and replaced with Major Brutality. Just one person running Rousing Roar used to give Major Brutality to your entire group, now each werewolf will have to choose between a 20% damage buff or a slightly bigger heal.
Only one of the morphs to Roar causes Off-Balance now. The other morph inflicts Major Fracture, which doesn't stack with the numerous other sources of that debuff--in addition to making it harder to sustain and causing everyone in the group to miss out on the extra damage granted by the exploiter passive.
We lost our stuns, making it much harder to take down mobs and other players in PvP.
No fix for the bonus LA/HA damage we lost due to a dev mistake with Summerset, which effectively nerfed WW by leaving us out while just about everyone else got a buff to their light attack damage.
Timer:
The new version of bloodrage is a nerf. It's easier to trigger since it procs on dealing damage instead of taking it, but they increased the cooldown so you can't actually stop your timer with this ability, just slow it down. That means the new version actually makes it harder to maintain werewolf form.
There are some upsides: A tiny boost to resistances. (34 points, lol) The ability to rez. (Long overdue) The ability to use synergies. (Which doesn't actually do anything unless you're in a party with non-werewolves.) Faster leveling and immediate access to Devour. (Which does nothing if you've already maxed your werewolf.) Improvements to how Devour works. (Yes!) Buffs to Pack Leader's direwolves and a few much needed bugfixes.
But overall? We're stuck even tighter n a very narrow niche (Stamina DPS), while Vampire remains an improvement to virtually any build--and now our effectiveness in that niche has been nerfed hard despite the fact that we were already underperforming.
Not real happy about that.
This is going to leave to werewolf players leaving en masse
@Mr_Wolfe good recap.
As for timer don't forget Call of the pack gives you 20% even when alone.
So before if you got hit every 3 sec you would gain timer over time (0,6sec every 3 sec at best).
Now if you do damage every 5 sec you will loose a little over time (0,2 every 5 sec at best)
So this will have to be covered by 2-3 more pounce per minute, but overall the swap from damage received to damage done is still a big boost in PvE and a not-so-bad-maybe-good in PvP.
Also don't forget the Fear buff.
@Mr_Wolfe good recap.
As for timer don't forget Call of the pack gives you 20% even when alone.
So before if you got hit every 3 sec you would gain timer over time (0,6sec every 3 sec at best).
Now if you do damage every 5 sec you will loose a little over time (0,2 every 5 sec at best)
So this will have to be covered by 2-3 more pounce per minute, but overall the swap from damage received to damage done is still a big boost in PvE and a not-so-bad-maybe-good in PvP.
Also don't forget the Fear buff.
Being able to fear six targets instead of three is nice, but trash mobs are already easy to kill as a werewolf. It won't help us much in boss fights, or in PvP where everyone seems to be be chugging immovable pots or something. Honestly the loss of off balance overshadows this buff for me.
As for the timer issue, Call of the Pack hasn't been changed. However good the timer situation looks on paper, in practice it's been difficult for solo werewolves to maintain form without constant snacks.
The changes to devour should help this somewhat, but having Bloodrage proc on damage done instead of damage taken may actually make it worse, because you can't rely on DoTs to keep your timer up between fights anymore.
Before, there were three main circumstances where I had trouble keeping form:
1) Long boss fights without any adds to feed on.
This was generally the least troublesome, because it usually wasn't hard to keep a DoT on myself or back off for the occasional leap. (At the cost of DPS.) The change to Bloodrage means I can avoid more damage in some cases, but makes me more reliant on Feral Pounce and forces me to give up even more DPS to stay in form. Considering all the other damage nerfs WW is looking at, that's going to hurt.
2) PvP, especially dueling, where the opponent would stealth and wait for my timer to run out.
This won't be affected much by the change, you're still pretty much screwed when this happens. It will be a little worse since your oppenents now get a handy indicator when you have detect pots active.
3) When there's a lot of time between fights without anything to feed on. (Also PvP, mostly.)
This will be worse, because you can't rely on DoTs to keep your timer up anymore. Putting DoTs on your enemies won't help here, since at this point your enemies are dead and not taking damage.
So yeah, overall nerf to our ability to maintain form, presented as a buff by the devs as a buff.
There is still an off balance morph.
This fear was already one of the best CC in the game and just got a lot better (instant cast + 6 targets)
1) Boss fights is a non-existant problem with the new passive, one pounce every 2min will be enough for perma wolf while dealing damage.
2) If you opponent is not dead after 15sec in a duel you are doing something wrong.
3) Everyday i'm able to do full 15min battleground with 1 or 2 transformations, i don't see this changing at all.
In case you missed this, the current situation for werewolf on PTS is that it might be "too good"
https://forums.elderscrollsonline.com/en/discussion/424438/50k-werewolf-light-attack-build/p1
Yeah, I don't see doing 50k on a relequen build as 'too good', considering YouTube is full of videos of people doing 70-80k parses with non-werewolves. Make no mistake, werewolves are behind the curve on DPS--which is the only role they're actually capable of performing.
There is still an off balance morph.
This fear was already one of the best CC in the game and just got a lot better (instant cast + 6 targets)
Maybe your experience is different than mine, but I've never been able to reliably fear players with WW in PvP. Being able to not fear six people instead of three doesn't strike me as an improvement, and making PvE mobs easier to handle is a solution to a non-existent problem. With Rousing Roar no longer providing major brutality to the group or triggering off balance, and Ferocious Roar only triggering off balance on targets it fears, both morphs are effectively useless to me in pvp and boss fights.1) Boss fights is a non-existant problem with the new passive, one pounce every 2min will be enough for perma wolf while dealing damage.
Pounce hasn't been changed, except to remove the stun. What has changed is that Bloodrage is now less effective at maintaning timer, leaving all werewolves dependant on using Feral Pounce to maintain form during boss fights.2) If you opponent is not dead after 15sec in a duel you are doing something wrong.
Yes, and that something is called 'using werewolf.'
Here's how it goes: You pop wolf, they stealth while you're stuck in the animation. They keep out of range until you lose timer, then gank you while you're stuck transforming back.3) Everyday i'm able to do full 15min battleground with 1 or 2 transformations, i don't see this changing at all.
That's the point. This change was presented as a buff. At best it makes no difference, at worst it's a slight nerf.In case you missed this, the current situation for werewolf on PTS is that it might be "too good"
https://forums.elderscrollsonline.com/en/discussion/424438/50k-werewolf-light-attack-build/p1
Yeah, I don't see doing 50k on a relequen build as 'too good', considering YouTube is full of videos of people doing 70-80k parses with non-werewolves. Make no mistake, werewolves are behind the curve on DPS--which is the only role they're actually capable of performing.
Pounce hasn't been changed, except to remove the stun. What has changed is that Bloodrage is now less effective at maintaning timer, leaving all werewolves dependant on using Feral Pounce to maintain form during boss fights.
Yes, and that something is called 'using werewolf.'
Here's how it goes: You pop wolf, they stealth while you're stuck in the animation. They keep out of range until you lose timer, then gank you while you're stuck transforming back.
In PvP it makes little difference, in PvE is completely game changing, can't you see that ?That's the point. This change was presented as a buff. At best it makes no difference, at worst it's a slight nerf.
Yeah, I don't see doing 50k on a relequen build as 'too good', considering YouTube is full of videos of people doing 70-80k parses with non-werewolves. Make no mistake, werewolves are behind the curve on DPS--which is the only role they're actually capable of performing
Here's how it goes: You pop wolf, they stealth while you're stuck in the animation. They keep out of range until you lose timer, then gank you while you're stuck transforming back.
Avran_Sylt wrote: »@Mr_Wolfe out of curiosity, are these parses raid-buffed, or solo-buffed?
The 50K WW DPS parse was for the most part solo-buffed.
Devour
Works like a dream, how I always hoped it would. It is smooth and responsive. I get about a 2k heal per second in pvp, and it can crit heal as well (unsure if spell crit or weapon crit). You get about ticks of time restore before the corpse is consumed. You can devour for two seconds and come back if the corpse is there and finish the last 2 seconds. Feels like the total duration is the same. There is now a blood pillar hovering over those you haven't devoured making it easy to detect what corpses you haven't devoured without hovering over the corpses.
There is now no cooldown on devour. This means you can devour one corpse and then immediately start devouring the next if your timer isn't full. Awesomeness!
Bloodrage
Operates like we have theorized. It is a vast improvement in pve. In pvp it leaves a little to be desired mainly in Cyrodiil during seiges. We used to have to stand in fire or draw fire from enemies to stay in form, now we have to do damage but have no range attack. Solution equip a set that procs damage on a target like twin sisters... or... fire a siege weapon. Now that damage procs our bloodrage firing a seige weapon at a wall or dumping oil will grant us time in form.
While in combat and actually fighting you don't notice much difference. While pouncing with feral pounce you notice your bar jump. As you get 8 total seconds* for a pounce while jumping into the fight.
Resurrect
Works smoothly and the animation looks solid.
Pack Leader
Direwolves do in fact return if the pack leader is killed.
Direwolves move slightly faster then before and attacks are faster. They could be used to eat away at an enemies stam or as meat shields.
The Direwolves however do not trigger bloodrage. I am not sure if this is intended or if this is how other pets operate in terms of passives.
When solo the dire wolves will taunt targets. When near an ally the dire wolves do not taunt.
Animations
New animations were added to claws (swipe streak (helps you identify impact range), howl (mini horizontal tornado vortex projectile), synergy activation animation for all synergies, resurrecting animation looks great.
Synergizes
Being able to activate synergies is a big plus, damage increase, sustain, survivability overall big bonus for group play.
Healing
Big change, a lot of recoil from the wolf community. On pts it is great! I am getting Similar heals to a pelinals set up before replacing with a new set.
Passive Reworks
Moving speed to pursuit and armor and spell resistance to savage strength makes the perks a little easier for new wolves to digest.
DPS
In pve werewolf can make use of Relequen and bloodmoon the combo of these sets can lead to some pretty extreme dps. Set light attack to your scroll wheel and watch the numbers fly.
Suggested changes
-Allow werewolf the ability to place siege, or prepare for whispers from werewolves begging to use your siege.
-Make direwolves taunt the target to you. (For werewolf tanks)
-Nerf that blood moon.
-Allow werewolves the ability to stealth, it is a slap in the face to werewolves to finally get into The Hunting Grounds and have one of the boss mechanics require stealth and not be able to do.
Devour
Works like a dream, how I always hoped it would. It is smooth and responsive. I get about a 2k heal per second in pvp, and it can crit heal as well (unsure if spell crit or weapon crit). You get about ticks of time restore before the corpse is consumed. You can devour for two seconds and come back if the corpse is there and finish the last 2 seconds. Feels like the total duration is the same. There is now a blood pillar hovering over those you haven't devoured making it easy to detect what corpses you haven't devoured without hovering over the corpses.
There is now no cooldown on devour. This means you can devour one corpse and then immediately start devouring the next if your timer isn't full. Awesomeness!
Bloodrage
Operates like we have theorized. It is a vast improvement in pve. In pvp it leaves a little to be desired mainly in Cyrodiil during seiges. We used to have to stand in fire or draw fire from enemies to stay in form, now we have to do damage but have no range attack. Solution equip a set that procs damage on a target like twin sisters... or... fire a siege weapon. Now that damage procs our bloodrage firing a seige weapon at a wall or dumping oil will grant us time in form.
While in combat and actually fighting you don't notice much difference. While pouncing with feral pounce you notice your bar jump. As you get 8 total seconds* for a pounce while jumping into the fight.
Resurrect
Works smoothly and the animation looks solid.
Pack Leader
Direwolves do in fact return if the pack leader is killed.
Direwolves move slightly faster then before and attacks are faster. They could be used to eat away at an enemies stam or as meat shields.
The Direwolves however do not trigger bloodrage. I am not sure if this is intended or if this is how other pets operate in terms of passives.
When solo the dire wolves will taunt targets. When near an ally the dire wolves do not taunt.
Animations
New animations were added to claws (swipe streak (helps you identify impact range), howl (mini horizontal tornado vortex projectile), synergy activation animation for all synergies, resurrecting animation looks great.
Synergizes
Being able to activate synergies is a big plus, damage increase, sustain, survivability overall big bonus for group play.
Healing
Big change, a lot of recoil from the wolf community. On pts it is great! I am getting Similar heals to a pelinals set up before replacing with a new set.
Passive Reworks
Moving speed to pursuit and armor and spell resistance to savage strength makes the perks a little easier for new wolves to digest.
DPS
In pve werewolf can make use of Relequen and bloodmoon the combo of these sets can lead to some pretty extreme dps. Set light attack to your scroll wheel and watch the numbers fly.
Suggested changes
-Allow werewolf the ability to place siege, or prepare for whispers from werewolves begging to use your siege.
-Make direwolves taunt the target to you. (For werewolf tanks)
-Nerf that blood moon.
-Allow werewolves the ability to stealth, it is a slap in the face to werewolves to finally get into The Hunting Grounds and have one of the boss mechanics require stealth and not be able to do.
Avran_Sylt wrote: »How would you react to this: Lower the Overall LA and Bleed damage. (15% each)
RaptorRodeoGod wrote: »I was under the impression they added the movement speed and defense buffs to those passives, not that they replaced the old effects.
[Edit] Yeah, they both say "This ability now also" does yadda yadda, so we aren't losing the previous/current effect of those passives.
Overall I'm a bit concerned about some of these changes. The more I look at them, the more most of them seem like nerfs.[/edit]
Honestly the removal of the 10% weapon damage bonus from Hircine's Rage is the most glaring nerf PvE wise (to me at least). Everything else seems to be more or less a buff though (for PvE). I'm interested to see what my SOLO wolf form up time and DPS are after the update.
Healing Nerfs:
The change to Hircine's Bounty is a nerf to most currently effective wolf builds. It changes the priority from stamina/weapon damage + magicka/spell damage to stamina/weapon damage + health, which not only renders hybrid sets like shacklebreaker and pelinial's less effective, but also means things that increase your max weapon and spell damage (such as Kena, berzerk weapon enchant, etc) no longer boost your healing.
It also removes the heal over time from the Hircine's Fortitude morph, which makes you reliant on claws of life or healing potions to proc Earthgore, which is basically the only way a werewolf can group heal.
Damage:
The 10% buff to light and heavy attacks granted by Howl of Despair's 'Feeding Frenzy' synergy has been replaced with a much shorter duration Empower. This doesn't apply to heavy attacks, doesn't stack with othet sources of empower, and judging by the wording now only affects the person activating the synergy, instead of buffing the whole group. So while it could be as much as a 30% increase for the person activating it, the other people in your party not getting the buff makes this a net loss--which gets worse the bigger your group is.
The 10% damage buff from Hircine's Rage was removed, and replaced with Major Brutality. Just one person running Rousing Roar used to give Major Brutality to your entire group, now each werewolf will have to choose between a 20% damage buff or a slightly bigger heal.
Only one of the morphs to Roar causes Off-Balance now. The other morph inflicts Major Fracture, which doesn't stack with the numerous other sources of that debuff--in addition to making it harder to sustain and causing everyone in the group to miss out on the extra damage granted by the exploiter passive.
We lost our stuns, making it much harder to take down mobs and other players in PvP.
No fix for the bonus LA/HA damage we lost due to a dev mistake with Summerset, which effectively nerfed WW by leaving us out while just about everyone else got a buff to their light attack damage.
Timer:
The new version of bloodrage is a nerf. It's easier to trigger since it procs on dealing damage instead of taking it, but they increased the cooldown so you can't actually stop your timer with this ability, just slow it down. That means the new version actually makes it harder to maintain werewolf form.
There are some upsides: A tiny boost to resistances. (34 points, lol) The ability to rez. (Long overdue) The ability to use synergies. (Which doesn't actually do anything unless you're in a party with non-werewolves.) Faster leveling and immediate access to Devour. (Which does nothing if you've already maxed your werewolf.) Improvements to how Devour works. (Yes!) Buffs to Pack Leader's direwolves and a few much needed bugfixes.
But overall? We're stuck even tighter n a very narrow niche (Stamina DPS), while Vampire remains an improvement to virtually any build--and now our effectiveness in that niche has been nerfed hard despite the fact that we were already underperforming.
Not real happy about that.
I am healing more on my pelinals build on pts then on live, I can now ditch pelinal's for something else that provides more damage, sustain, or utility. At zero loss. Healing change is a buff.