New patch nerfs the crud out of BOTH morphs.
Berserker gets a TON less damage.
Here let me break it down:
Resistances apply to all bleeds = dmg nerf
17% dmg reduction to light & heavy attacks
Cost increase (big) + damage reduction (small) on claws - damage change would be ok if not for the increased cost.
17% damage reduction on howl of agony with a (lol) %3 increase to a feared target
Fear nerfed and now has a shorter range than light attacks. (ridiculous)
Huge cost increases means needing more sustain so.. less defense and/or offense.
Also:
Slap in the face 1% cost reduction to pounce
Healing ridiculously gutted - huge cost increase and less healing
+25% bleed damage doesn’t compensate for all that lost damage and increased cost. Also, all other bleeds also had a face damage increase but take an overall damage decrease due to resistance... so overall less damage.
Make no mistake, both morphs are getting neutered. WW fall 2019- roleplayers only.
I honestly gave up on the math when i hit forward momentum (it wasn't clear how it was calculated) but essentially on the WW, it works out to be something like -
hircine's rage cost
Original: 4,590
New: 5,737.5
Amount:
Original: 45% max health
New: 37.5%
Effective healing @ hps 37k in a single mana bar of 13k
Original: 16,650 x3, total effective healing: 49,950
New: 13,875 x2, total effective healing: 27,750
vs. what other stam classes have with vigor and forward momentum; which btw are stamina based and thus will get more use out of them. But for the sake of debate lets assume they use the same stamina @ 13k. Resolving Vigor got a single target buff, "Increased the healing per tick by approximately 85% & Reduced the cost to 2295 from 3511." with its morph it goes back to the old 5s duration every 1s. Which accounts to almost 10k per cast? While this is a hot, there are other skills to keep the caster alive such as weapon swapping to blade cloak. The point is, there is more in every other classes tool box to keep them alive vs. the WW where they have 1 burst heal that they can only cast a few times a bar.
Unless I misunderstood how the 5pc works, I don't think Dro'Zakar is working with the Berserker bleed. So that's a bummer.
When comparing Combat Metrics reports where the only difference is 1 has Dro'Zakar and 1 has something else...Combat Metrics is not reporting a higher weapon damage.
I'm aware that Combat Metrics won't pick up any applied buff because it's obviously not updated for the PTS, but it still should show a 200 weapon damage difference between fight reports due to proccing off each unique bleed effect on an enemy.
In the fight reports below I am using Slimecraw, Normal Relequen, and either Blood Moon or Dro'Zakar. Dro'Zakar should be showing a max weapon damage value higher than 3932 from the Blood Moon Report if it procced from the werewolf bleed and acted more like Hunding's Rage and less like Strength of the Automaton where it's an "invisible" buff.
*Edited to fix screenshots
DocFrost72 wrote: »
He is a WW hayer, praising the nerfs in every thread. He has no point or perspective other than that.
Unless I misunderstood how the 5pc works, I don't think Dro'Zakar is working with the Berserker bleed. So that's a bummer.
When comparing Combat Metrics reports where the only difference is 1 has Dro'Zakar and 1 has something else...Combat Metrics is not reporting a higher weapon damage.
I'm aware that Combat Metrics won't pick up any applied buff because it's obviously not updated for the PTS, but it still should show a 200 weapon damage difference between fight reports due to proccing off each unique bleed effect on an enemy.
In the fight reports below I am using Slimecraw, Normal Relequen, and either Blood Moon or Dro'Zakar. Dro'Zakar should be showing a max weapon damage value higher than 3932 from the Blood Moon Report if it procced from the werewolf bleed and acted more like Hunding's Rage and less like Strength of the Automaton where it's an "invisible" buff.
*Edited to fix screenshots
Lol you just hop around WW forms and lodge unbased, unfounded, incredibly biased statements misrepresenting a big problem that just happens to not encompass you. I have noticed this recently and others can see that pattern with your posts also.WW is more on the balanced side now. Refs were just. Good job ZOS and Gilliam.
The combination of nerfing the heal while increasing the cost is too heavy-handed. One or the other would suffice. Preferably the amount healed.
Not sure what to say about the damage nerfs, other than it also seems like overkill.
I’m not sure it’s fair to apply class skill rules to werewolves, since they are not really a class. They don’t have class skills, or benefits for slotting abilities. They don’t get weapon passives. They have one skill bar. They don’t have an ultimate - they ARE the ultimate.
25% more damage at 25% more cost? 25% more than what? What else in this game is even remotely similar?
My proposals:
* Remove the direwolves from the pack-leader morph (so no snare or maim from this morph anymore). The Pack-Leader morph is now a utility morph that boosts the performance of other werewolfs in the group. For each werewolf in the group (pack-leader included) the cost of werewolf skills are reduced by 3% (up to a maximum of 12%) and damage done increased by 2% for each werewolf in the group (up to a maximum of 8%). These %-numbers are just examples and can be tweaked. This way, the pack-leader morph becomes a utility morph that focuses around group play.
Tommy_The_Gun wrote: »
My proposals:
* Remove the direwolves from the pack-leader morph (so no snare or maim from this morph anymore). The Pack-Leader morph is now a utility morph that boosts the performance of other werewolfs in the group. For each werewolf in the group (pack-leader included) the cost of werewolf skills are reduced by 3% (up to a maximum of 12%) and damage done increased by 2% for each werewolf in the group (up to a maximum of 8%). These %-numbers are just examples and can be tweaked. This way, the pack-leader morph becomes a utility morph that focuses around group play.
That would not work as it will cause ppl to only run this morph in group content as a DPS role. Imagine this in 12 man trial...
ZOS is trying to make it a utilty support morph. But de-buff the ofered to wolf pets is simply too litle to compansate lack of dmg. Also, this ww morph (Pack Leader) was always good for solo play.
Locking this only in group play is a terible idea imho. When it comes to Pack Leader ZOS should simply focus on the folliwing things:
- Incresing the utilty / support aspect in a "uniwersal" way, that will benefit both pve / pvp (for example tanut + block cost reduction).
- Incresing DMG mitigation (to compensate lack of DMG).
- Perhaps adding a buff to you when pet attacks , instead of de-buffing enemies.
The combination of nerfing the heal while increasing the cost is too heavy-handed. One or the other would suffice. Preferably the amount healed.
Not sure what to say about the damage nerfs, other than it also seems like overkill.
I’m not sure it’s fair to apply class skill rules to werewolves, since they are not really a class. They don’t have class skills, or benefits for slotting abilities. They don’t get weapon passives. They have one skill bar. They don’t have an ultimate - they ARE the ultimate.
25% more damage at 25% more cost? 25% more than what? What else in this game is even remotely similar?
Tommy_The_Gun wrote: »
My proposals:
* Remove the direwolves from the pack-leader morph (so no snare or maim from this morph anymore). The Pack-Leader morph is now a utility morph that boosts the performance of other werewolfs in the group. For each werewolf in the group (pack-leader included) the cost of werewolf skills are reduced by 3% (up to a maximum of 12%) and damage done increased by 2% for each werewolf in the group (up to a maximum of 8%). These %-numbers are just examples and can be tweaked. This way, the pack-leader morph becomes a utility morph that focuses around group play.
That would not work as it will cause ppl to only run this morph in group content as a DPS role. Imagine this in 12 man trial...
ZOS is trying to make it a utilty support morph. But de-buff the ofered to wolf pets is simply too litle to compansate lack of dmg. Also, this ww morph (Pack Leader) was always good for solo play.
Locking this only in group play is a terible idea imho. When it comes to Pack Leader ZOS should simply focus on the folliwing things:
- Incresing the utilty / support aspect in a "uniwersal" way, that will benefit both pve / pvp (for example tanut + block cost reduction).
- Incresing DMG mitigation (to compensate lack of DMG).
- Perhaps adding a buff to you when pet attacks , instead of de-buffing enemies.
I'm not saying thay my proposal is without flaws, and it was just an example of how you could rework it. But I do agree with you that Pack-Leader doesn't offer enough utility as it stands right now.
The biggest issue I've encountered on the PTS is how overboard ZOS went with the increased cost of the heal. Lowering the potency is an ok change but for 5,4k magicka, it's way too much.
Give us a Taunt !!
Amdar_Godkiller wrote: »Give us a Taunt !!
No. WW has no tanking potential because it has no ability to increase transformation duration while blocking, nor any passives to help with block cost. Plus our debuffs are too expensive for tanking purposes.
I'd rather see dedicated WW healing than WW tanking. lol
Tommy_The_Gun wrote: »Amdar_Godkiller wrote: »Give us a Taunt !!
No. WW has no tanking potential because it has no ability to increase transformation duration while blocking, nor any passives to help with block cost. Plus our debuffs are too expensive for tanking purposes.
I'd rather see dedicated WW healing than WW tanking. lol
I disagree. WW has more stamina pool and build-in dmg mitigation, which should make up for the lack of block cost reduction. Sure, it wont be amazing tank but it should be enough do vet base game dungeons or normal DLC ones. This will be almost on the same level as WW DPS. Not that great but "good enough".
Besides, ZOS vision of WW is for the pack leader to be a utility / support - the very definision of a tank & what tank does.
Also, if you are concern about lack of % block cost, then we still have sturdy trait, CP and gear sets.
Btw. Block cost could be added together with taunt (if that will be necesery). I simply fear that ppl will start this stupid nerf war again, so I dont want WW to super strong. I just want it to be decent and current Pack Leader morph on PTS is FAR from beeing at least decent...
Pretty much this.Tried my Pack Leader on test and wow, talk about gimped! Takes twice as long to clear trash packs in a public dungeon. Pets are all messed up, too.... often standing inside each other, wandering off and teleporting back.... just garbage.
If it goes live like this, I don't see any reason to play the class, TBH.
Hircine´s Fortitude:
I personally think it´s the right call to reduce the effectiveness of this skill since it was overperforming in PvP. No other heal in the game comes remotely close to such a potent heal. What I don´t agree with is how the nerf is done. Reducing the healing or increasing the cost would´ve been a good move, but both at the same time is way overkill. My suggestion is to lower the potency of the heal, but leave the cost as it is.
@ZOS_GinaBruno
@ZOS_BrianWheeler
@ZOS_Gilliam
@Masel @Alcast (tagging some of the class-reps just in case ^^)
Hircine´s Fortitude:
I personally think it´s the right call to reduce the effectiveness of this skill since it was overperforming in PvP. No other heal in the game comes remotely close to such a potent heal. What I don´t agree with is how the nerf is done. Reducing the healing or increasing the cost would´ve been a good move, but both at the same time is way overkill. My suggestion is to lower the potency of the heal, but leave the cost as it is.
@ZOS_GinaBruno
@ZOS_BrianWheeler
@ZOS_Gilliam
@Masel @Alcast (tagging some of the class-reps just in case ^^)
I am really curious what ability/abilites that they compared to Hircine's Fortitude in order to come up with the numbers they did.
Looking at many of the health based heals in the game Hircine Fortitude came out behind nearly all of them. Now almost all of these heals in the game are also HOTS, While Hircine fortitude is a burst heal. But it is hard to sit here and look at vigor and see that it isn't 2x better than Hircine's Fortitude.
Werewolf is still fundamentally flawed when it comes to base design. If this transformation is built on being able to do big single target damage, why is it that its heal is based off of max health (Tank Stat), and is one of the single most expensive magic abilities in the game (Magicka spec, regen and Pools needed).
With the dramatic increase in both cost and decrease in effectiveness, It will be nearly impossible for anyone that isn't a long term PVP werewolf enthusiast to make it "work".
If werewolf is ment to be a DD, Why are they still forced to diversify their stats. Other dds, continue to grow more powerful the more they dump into their respected resources.
Werewolves are not tanks, ZOS said it themselves, get rid of the tank heal.
Make the Roar cost Magicka, this ability is a utility skill.
Hircine's heal, Costs Stamina Compare to Resolving Vigor +25% heal and cost.
Werewolves are not tanks, ZOS said it themselves