Pack leader should gain recieve major projection when below 25% health. The rest of the nerfs are justified. Nobody used berserker because pack leader was over preforming.
Keep in mind that a lot of stuff is changing, not just werewolves. The relative power of the wolf compared to the rest of the game world will be affected by more than just the WW changes alone.
With those changes Pack Leader will be screwed out of... every content ? Both PvP & PvE.Pack Leader shouldn't be totally screwed out of PvP.
ADAPT OR DIE
The nerf to the heal is 100% justified. It carries bad werewolf players in pvp who stacks 40k+ HP and don't have to worry about any other kind of survivability.
The nerf to the heal is 100% justified. It carries bad werewolf players in pvp who stacks 40k+ HP and don't have to worry about any other kind of survivability.
You must be talking about pug bgs because in organized bgs the WW gets focused down so fast it doesn’t have time to heal or someone tosses a defile on the WW and the heal is worthless. Something tells me you have no idea what you’re talking about
The nerf to the heal is 100% justified. It carries bad werewolf players in pvp who stacks 40k+ HP and don't have to worry about any other kind of survivability.
You must be talking about pug bgs because in organized bgs the WW gets focused down so fast it doesn’t have time to heal or someone tosses a defile on the WW and the heal is worthless. Something tells me you have no idea what you’re talking about
Lord_Eomer wrote: »
The nerf to the heal is 100% justified. It carries bad werewolf players in pvp who stacks 40k+ HP and don't have to worry about any other kind of survivability.
You must be talking about pug bgs because in organized bgs the WW gets focused down so fast it doesn’t have time to heal or someone tosses a defile on the WW and the heal is worthless. Something tells me you have no idea what you’re talking about
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Werewolf´s get focused down fast because they´re a big threat if not taken care of (at least the ones who know what they´re doing). And werewolfs in high MMR games are less useful because they can´t support their group members with anything other than damage and stuns .Any other non-werewolf class has ways to heal or give other kinds of supportive features to a group (which is important in high MMR games) which a werewolf simply doesn´t bring to the table.
I main werewolf in PvP since 2+ years and you´ve to be living under a rock to fail to see how the heal isn´t overperforming. Get 30k+ HP ain´t hard even in No-CP and once you do, the heal will start healing for around 10k+ (depending on buffs/debuffs that are available to you). And you don´t sacrifice much damage on a werewolf even with a high HP pool.
Anyone getting focused in a high MMR BG will get killed fast enough without a healer. The key competent here Do you´ve a healer with you or not?, and it doesn´t matter if you´re a werewolf or not. The werewolf heal is one of the most powerful selfheals in the game. The only difference now is that you´ve to invest significantly more into magicka sustain to utilize it better.Lord_Eomer wrote: »
I would say it´s the complete opposite. Many of the passives from certain CP-allocations are more or less essential for werewolfs and the absence of some of them are very noticeable in no-cp
TL:DR = The good werewolfs will overcome these changes, and the ones getting carried by high HP builds and abusing LoS with pack-leader will have to L2P.
FenrisWolf1136 wrote: »These changes look good for pvp, but for pve? Go back to the drawing board... play some of the hardest content and trials in the game with one, then come back with a new gameplan. The skills and morphs are already limited as, no need to limit them further.