*Inhales*
Being a werewolf main I will not comment on them being op or not op as I am biased. But I will list some pain points that I have as werewolf.
The Werewolf's build dilemma
Werewolves are in heavy need of added survival, as their primary self heal scales off of max health; this means that werewolf ultimately has to sacrifice its damage in order to gain survival, unlike other dd that gain survival and damage when they ramp up their primary stats.
This leads to werewolves being especially good at recovering from burst damage, which is the counter to today's meta that is used to being able to burst down their lower health targets. Werewolf's can not survive sustained damage as well as other classes can, that is unless they again reduce their damage in order to gain more magic sustain to heal often enough. The werewolf heal is one of the highest costing heals in the game.
Now what you are left with is a tank low damage werewolf. The opposite of what most werewolves would like to be. Which is a quick and deadly enemy, that has reactive and rewarding game play. But without a snare removal tool in our kit, we are usually left to a crawling pace that due to the natures of snares in pvp is almost always prevalent.
After all these tweaks to the werewolf to get over our shortcomings we are left with a build that is mildly viable in werewolf form and just awkward in human form.
These high health werewolves are using the kit that they were given, the heal they have is a tank heal, is scrales off of max health.
The Common Counter
Werewolves have weakness that are easily accessible to the majority of stam builds (Warden, Necros, DKs, Bow Skill line), poisons, fighter's guild, and enchants, to be exact, most if these are chosen by players before factoring in their effectiveness against werewolf players. In an open field fight who do you think is going to be targeted by the bow user that is packed full of poison damage, once I pop my wolf it as if every single lethal arrow on the field auto locks onto my pelt. This last patch has been very painful for my werewolf in pvp due the popularity of the Venomous Smite set.
Solo Scraper vs Pack Paradox
Most of these short comings can be overlooked in 1v1 situations, as a werewolf, once on their target can apply enough pressure to an opponent to keep them on the defensive, this is why a werewolf is so strong in duels. It really doesn't provide the average player enough time to properly counter a wolf.
So if werewolves are so strong at 1v1 why aren't we seeing whole groups of them taking over Cyrodiil? The truth is that a werewolf is a pretty awful group mate, they really provide no utility or survival to a group. This last patch has helped them some, pack leaders with minor courage, and deafening roar with a minor maim. For the most part if you are fighting 10 Werewolves, you are fighting 10 individuals players, each relying on their own heals for survival. Unlike other groups that can stack aoe healing, cross heal, purge, synergies and ultimate bombs.
Our paws are too clumsy
A lot of times as players we look at the strength of something without taking into account what weaknesses they are overcoming so let me list off some of the things werewolves can't do.
-Can't Stealth
-Can't Mount
-Can't chase down quick moving targets due to the pounce rework
-Can't Place Siege
-Can't make use of weapon passives
-Can't use abilies other than werewolf ones
-Can't heal allies
-Can't apply ranged pressure
-Can't make use of most Guild, World, or Class passives.
-Can't Purge
-Can't remove snares
Werewolves are in a constant state of needing to attack something in order to remain in wolf form. This often puts them out of position, and overextended.
Absurd
If werewolf isn't supposed to thrive at Melee combat where are they supposed to thrive? Don't try and go toe to toe with a werewolf unless you have the proper tools to deal with them.
One thing I agree with and have been saying for years now since the original rework of their heal, was to make it scale like all other DD heals off their primary stat, I will gladly take a 25% more powerful vigor or warden heal that costs 25% more. These high health werewolf's have been a bad design from day one, and would much rather prefer Higher damage, Higher survival, and Higher mobility, like what can be provided by well built stam DD's.
Beginning of the WereProcolypse
If you think that werewolves are bad now just wait until the massive proc sets come out next patch, we all know what went down when Torg's was broken and how well it worked with werewolves. Save your tears for then you will need them.
*Inhales*
Being a werewolf main I will not comment on them being op or not op as I am biased. But I will list some pain points that I have as werewolf.
The Werewolf's build dilemma
Werewolves are in heavy need of added survival, as their primary self heal scales off of max health; this means that werewolf ultimately has to sacrifice its damage in order to gain survival, unlike other dd that gain survival and damage when they ramp up their primary stats.
This leads to werewolves being especially good at recovering from burst damage, which is the counter to today's meta that is used to being able to burst down their lower health targets. Werewolf's can not survive sustained damage as well as other classes can, that is unless they again reduce their damage in order to gain more magic sustain to heal often enough. The werewolf heal is one of the highest costing heals in the game.
Now what you are left with is a tank low damage werewolf. The opposite of what most werewolves would like to be. Which is a quick and deadly enemy, that has reactive and rewarding game play. But without a snare removal tool in our kit, we are usually left to a crawling pace that due to the natures of snares in pvp is almost always prevalent.
After all these tweaks to the werewolf to get over our shortcomings we are left with a build that is mildly viable in werewolf form and just awkward in human form.
These high health werewolves are using the kit that they were given, the heal they have is a tank heal, is scrales off of max health.
The Common Counter
Werewolves have weakness that are easily accessible to the majority of stam builds (Warden, Necros, DKs, Bow Skill line), poisons, fighter's guild, and enchants, to be exact, most if these are chosen by players before factoring in their effectiveness against werewolf players. In an open field fight who do you think is going to be targeted by the bow user that is packed full of poison damage, once I pop my wolf it as if every single lethal arrow on the field auto locks onto my pelt. This last patch has been very painful for my werewolf in pvp due the popularity of the Venomous Smite set.
Solo Scraper vs Pack Paradox
Most of these short comings can be overlooked in 1v1 situations, as a werewolf, once on their target can apply enough pressure to an opponent to keep them on the defensive, this is why a werewolf is so strong in duels. It really doesn't provide the average player enough time to properly counter a wolf.
So if werewolves are so strong at 1v1 why aren't we seeing whole groups of them taking over Cyrodiil? The truth is that a werewolf is a pretty awful group mate, they really provide no utility or survival to a group. This last patch has helped them some, pack leaders with minor courage, and deafening roar with a minor maim. For the most part if you are fighting 10 Werewolves, you are fighting 10 individuals players, each relying on their own heals for survival. Unlike other groups that can stack aoe healing, cross heal, purge, synergies and ultimate bombs.
Our paws are too clumsy
A lot of times as players we look at the strength of something without taking into account what weaknesses they are overcoming so let me list off some of the things werewolves can't do.
-Can't Stealth
-Can't Mount
-Can't chase down quick moving targets due to the pounce rework
-Can't Place Siege
-Can't make use of weapon passives
-Can't use abilies other than werewolf ones
-Can't heal allies
-Can't apply ranged pressure
-Can't make use of most Guild, World, or Class passives.
-Can't Purge
-Can't remove snares
Werewolves are in a constant state of needing to attack something in order to remain in wolf form. This often puts them out of position, and overextended.
Absurd
If werewolf isn't supposed to thrive at Melee combat where are they supposed to thrive? Don't try and go toe to toe with a werewolf unless you have the proper tools to deal with them.
One thing I agree with and have been saying for years now since the original rework of their heal, was to make it scale like all other DD heals off their primary stat, I will gladly take a 25% more powerful vigor or warden heal that costs 25% more. These high health werewolf's have been a bad design from day one, and would much rather prefer Higher damage, Higher survival, and Higher mobility, like what can be provided by well built stam DD's.
Beginning of the WereProcolypse
If you think that werewolves are bad now just wait until the massive proc sets come out next patch, we all know what went down when Torg's was broken and how well it worked with werewolves. Save your tears for then you will need them.
My point is that the werewolf passives are incredibly strong, which would be fine and fair if it wasn’t for ridiculous lengths someone can remain in werewolf form, saying don’t engage a werewolf at melee range isn’t really an option for most builds.