Avran_Sylt wrote: »Personally I'd suggest this:
Lower the Overall LA and Bleed damage. (15% each)
Buff the Feeding Frenzy Synergy, either duration or number of people effected (WW offers a group more overall DPS)
Deafening Roar: Make this morph apply Off-balance instead of Ferocious Roar
Ferocious Roar: Make this morph Grant you and nearby allies Minor Berserk for a Duration
Piercing Howl: Make the base skill (and Morphs) Apply Major Fracture.
Ertthewolf wrote: »There are multiple solutions to the high dps LA werewolf builds, if ZoS deems it OP.
Adjustments to sets: The easiest solution to the problem.
Reduction to WW LA damage: This would require adjustments to the skills, which has already been done. You would need to reduce move costs for sustainable damage, and add more variety to ways of doing damage. Not easy.
Total werewolf skill bar overhaul with reduction to LA damage: This would include an entire back bar of new moves, or allow slotting of moves, and possibly a werewolf ultimate that we can use in form. This would make the rotation more complex, and allow for similar dps if you are a skilled player. This is massively complicated, and at this point werewolf should just be a class lol.
Make werewolf only last 30 seconds with no way to maintain timer: The dumbest solution..........
Werewolf is an ultimate. Just like overload, but with sustainability in mind, and high potential burst. But we lack the chance to get out and back to another setup, or pop another ultimate. So it should be strong.
No one is saying werewolves shouldn't be able to do "decent" dps. I don't think anyone here wants to nerf them into the ground. The issue at hand is balance. Having a cheap, easy 1-button spammable 50k dps build go live just isn't healthy for the game.
This happens all the time, (magsorc meta comes to mind around homestead). If one type of build becomes too easy, and can easily hit high numbers, the general population of the game will automatically roll that setup, which leads to future nerfs and re-balance. At one point, some raids wanted 8 magsorcs in their roster, because it was easy to hit the highest numbers, and didn't require a big learning curve to do it.
Right now, IMO, we are the closest to overall balance we have been in a while. Stamblade pulls the highest single target numbers currently, but there is a caveat. The class/rotation is not easy to play and hit those kinds of numbers. I just re-rolled this patch as well, as it benefits my group the most. I spent weeks learning the rotation, hours every day to learn it and get better at it, and I still have a ways to go to hit the kinds of numbers the top stamblades are hitting.
At the same time, if I screw up my rotation, and a magblade or magsorc next to me has theirs on point, its very possible for them to pull ahead of me. This is what overall balance is about. Not having a bunch of people re-roll werewolf wearing 2 sets and smashing the left click button pulling higher numbers than everyone else that worked hard to get there
I have to disagree with this,
If an easy build gets out it's very good for the health of the game - as long as it is not better., just close to.
Because you start to see more people actually try content they wouldn't dare before (and that they paid for).
Because PUG dungeon finder is not such a chore anymore, resulting in more player satisfaction.
Overall, the game feels more alive.
Since Morrowind sustain nerfs, and consequent difficulty increase, it's hard to find people to do vet content with. Even if you are in a guild where those things were happening (they dried out in the meantime)
The more the ceiling is raised, the more Devs are pushing out content for a few guilds only, one of them clearing it on release day actually.