Ertthewolf wrote: »Avran_Sylt wrote: »Ertthewolf wrote: »From this it looks like sets need adjustments vs nerfing werewolf. You wouldn't see those numbers without that specific combo.
@Ertthewolf
Comparing Blood Moon vs Automaton on a full LA parse, the difference was about 9% (42K vs. 38K). If the same holds true for @Masel92 , they'd be around 45K without using Blood Moon. Blood Moon is situational, relies on crit-chance, and can falloff, so I'm of the opinion that on a stationary Test dummy, this difference is okay.
A ~45K parse however, isn't, given the ease of rotation. Meaning WW will likely see some LA,Bleed, and Wolf Buddy reduction.
Given that regular parses are around 40K for non StamNB classes (that use relequen), I can see (Automaton build) being reduced to 35-40K without much issue. Blood Moon build being reduced to the range of 39K-44K.
After that, time will tell if the rotation is too easy for it to reach those numbers. And solutions will need to be thought up to rectify this.
@Avran_Sylt
Werewolves didn't receive any dps increase this patch. It's actually a decrease with Hircines Rage having the weapon damage buff removed. So we would have been able to have Automaton before this, thus capable of these dps numbers before pts.
So is it just simply the patch allowing for werewolf players pushing for more testing we otherwise never tried?
usmcjdking wrote: »Perfectly balanced.
WW has pathetic AOE damage in WW so high ST for a 300 cost ultimate was required to pull the class back into PVE. I fail to see any issue with this. Add a second dummy and just about any build should be able to outparse it.
Avran_Sylt wrote: »usmcjdking wrote: »Perfectly balanced.
WW has pathetic AOE damage in WW so high ST for a 300 cost ultimate was required to pull the class back into PVE. I fail to see any issue with this. Add a second dummy and just about any build should be able to outparse it.
I would agree with you, if the WW rotation was difficult in any manner. But it isn't. So the maximum ST DPS should be lowered a little bit.
In terms of trials, this means that the synergies for WW should be looked at and improved, such that the synergies provide similar DPS but buffing your companions. (So they're still min-maxed trials viable)
usmcjdking wrote: »Avran_Sylt wrote: »usmcjdking wrote: »Perfectly balanced.
WW has pathetic AOE damage in WW so high ST for a 300 cost ultimate was required to pull the class back into PVE. I fail to see any issue with this. Add a second dummy and just about any build should be able to outparse it.
I would agree with you, if the WW rotation was difficult in any manner. But it isn't. So the maximum ST DPS should be lowered a little bit.
In terms of trials, this means that the synergies for WW should be looked at and improved, such that the synergies provide similar DPS but buffing your companions. (So they're still min-maxed trials viable)
I don't think this is a WW issue as much as it's a Blood Moon issue. I definitely understand your concern, though.
Waffennacht wrote: »Awesome, please don't nerf
This is idiotic. Truly. Why have the combat depth this game has for it to be reduced to this?
As expected, even a bit higher thanks to Blood Moon.
would be curious to see if Selene can compete with Kena in this configuration.
As much as a love werewolf, the idea of having 4-6 players with identical visuals, animations, rotation, sounds, etc.. in a raid group does not appeal to me at all ...
Well, the testing is going to be fun at least
Prepare this werewolf patch to be neutralized and fixed the next one
What i hate is reading all the comments about people who test this stuff out for us console players on pts and are complaining about ww is to strong now stfu and dont ruin it for us console players bad enough we don't get a say in what they put on live servers for us we don't need you all *** it up
Thorstienn wrote: »@Masel92
Did you do a "same" test, without blood moon?
I just had a small bit of time to test, and I found blood moon adds like 10k DPS to at least Automaton in a pure LA rotation.
Would like to see more before people start putting this kind of thing out there, unless you are trying to show that the set, not WW, is broken in this situation.
Edit: spelling
A little nerf on the new set + the wolfs from the Ultimate itself and its all good here.
Dont know the game already is "setscarryonline" and the rotations (most of them, not all) are rather easy.
sneakymitchell wrote: »Waffennacht wrote: »Awesome, please don't nerf
We need more builds like this and hybrids need some buffs still. They are slightly behind DPS par wise.
Avran_Sylt wrote: »usmcjdking wrote: »Perfectly balanced.
WW has pathetic AOE damage in WW so high ST for a 300 cost ultimate was required to pull the class back into PVE. I fail to see any issue with this. Add a second dummy and just about any build should be able to outparse it.
I would agree with you, if the WW rotation was difficult in any manner. But it isn't. So the maximum ST DPS should be lowered a little bit.
In terms of trials, this means that the synergies for WW should be looked at and improved, such that the synergies provide similar DPS but buffing your companions. (So they're still min-maxed trials viable)
Yolokin_Swagonborn wrote: »A top DPS parse that includes a set that only drops in a new DLC. Yeah that wasnt intended.
What werewolves DO NOT want
To become overpowered. They realize they teeter on the line.
What ZOS wants: To force players to buy the new thing to chase the meta.
I wonder who will win? ZOS or werewolves.
Yolokin_Swagonborn wrote: »A top DPS parse that includes a set that only drops in a new DLC. Yeah that wasnt intended.
What werewolves DO NOT want
To become overpowered. They realize they teeter on the line.
What ZOS wants: To force players to buy the new thing to chase the meta.
I wonder who will win? ZOS or werewolves.