Honestly overall I think it's really strong now which is good but can definitely be abused much like everything in some shape or way, I do think vampire is really underwhelming compared to it and could use a 2nd rework
Vampire definitely needs an overhaul, but I’ve yet to see any op werewolves. The only time i had an issue was fighting 6 of them but I still took out 3 in medium armor before i got teabagged by the pack. Personally I’m glad to see they are a viable play style now.
Vampire definitely needs an overhaul, but I’ve yet to see any op werewolves. The only time i had an issue was fighting 6 of them but I still took out 3 in medium armor before i got teabagged by the pack. Personally I’m glad to see they are a viable play style now.
TequilaFire wrote: »Yeah they are strong in an organized pack.
But they sure are a lot of fun played that way.
Vampire definitely needs an overhaul, but I’ve yet to see any op werewolves. The only time i had an issue was fighting 6 of them but I still took out 3 in medium armor before i got teabagged by the pack. Personally I’m glad to see they are a viable play style now.
Ariades_swe wrote: »Vampire definitely needs an overhaul, but I’ve yet to see any op werewolves. The only time i had an issue was fighting 6 of them but I still took out 3 in medium armor before i got teabagged by the pack. Personally I’m glad to see they are a viable play style now.
Ww player spotted
You mention they have major berserk, but no werewolf in pvp is going to use that morph because it also grants a more powerful version of damage increase to any enemy that is doing damage to you.
Heal potency comes from max health.
Heal sustainability comes from Magicka regen.
Increasing either reduces damage. Thus lowers the benefit they gain from their damage bonuses.
You say they have an incredibly strong heal. How so? Do you know how much a werewolf can heal for at 25k health in no-cp? I do, and it is laughable, the cost/heal ratio is absolute garbage. Without increasing your max health/magic regen werewolves wouldn't last 10 seconds without getting slaughtered.
Their bonuses all come at a cost:
-Extra Damage: Increased ability cost
-Extra Speed: No snare removal
-Extra Armor: Weakness to Poison, and Fighter's guild abilies
They lose many of their class passives, all weapon passives, world passives, guild passives while in form.
Every other build in the game can increase survival by increasing their primary damage stats, werewolf can not.
Werewolf passives may seam overloaded but that is because Werewolf is missing out on 5 active abilities, have you every tried playing with just 5 abilities in human form? They need something to give them their offensive gameplay.
Next patch their greatest form of pressure major/minor defile is getting nerfed.
You mention they have major berserk, but no werewolf in pvp is going to use that morph because it also grants a more powerful version of damage increase to any enemy that is doing damage to you.
Heal potency comes from max health.
Heal sustainability comes from Magicka regen.
Increasing either reduces damage. Thus lowers the benefit they gain from their damage bonuses.
You say they have an incredibly strong heal. How so? Do you know how much a werewolf can heal for at 25k health in no-cp? I do, and it is laughable, the cost/heal ratio is absolute garbage. Without increasing your max health/magic regen werewolves wouldn't last 10 seconds without getting slaughtered.
Their bonuses all come at a cost:
-Extra Damage: Increased ability cost
-Extra Speed: No snare removal
-Extra Armor: Weakness to Poison, and Fighter's guild abilies
They lose many of their class passives, all weapon passives, world passives, guild passives while in form.
Every other build in the game can increase survival by increasing their primary damage stats, werewolf can not.
Werewolf passives may seam overloaded but that is because Werewolf is missing out on 5 active abilities, have you every tried playing with just 5 abilities in human form? They need something to give them their offensive gameplay.
Next patch their greatest form of pressure major/minor defile is getting nerfed.
Those 5 skills take care of everything though. 10K armor / spell resist is making you overall way more tanky. Not everyone is using poison damage. I'd be willing to take 10K armor/spell resist and increase poison damage any day. The heal is very strong. No CP or CP. It's very strong. It's better than dragon blood, breath of life, no doubt. I haven't played the other classes so I don't know their healing power.
You mention they have major berserk, but no werewolf in pvp is going to use that morph because it also grants a more powerful version of damage increase to any enemy that is doing damage to you.
Heal potency comes from max health.
Heal sustainability comes from Magicka regen.
Increasing either reduces damage. Thus lowers the benefit they gain from their damage bonuses.
You say they have an incredibly strong heal. How so? Do you know how much a werewolf can heal for at 25k health in no-cp? I do, and it is laughable, the cost/heal ratio is absolute garbage. Without increasing your max health/magic regen werewolves wouldn't last 10 seconds without getting slaughtered.
Their bonuses all come at a cost:
-Extra Damage: Increased ability cost
-Extra Speed: No snare removal
-Extra Armor: Weakness to Poison, and Fighter's guild abilies
They lose many of their class passives, all weapon passives, world passives, guild passives while in form.
Every other build in the game can increase survival by increasing their primary damage stats, werewolf can not.
Werewolf passives may seam overloaded but that is because Werewolf is missing out on 5 active abilities, have you every tried playing with just 5 abilities in human form? They need something to give them their offensive gameplay.
Next patch their greatest form of pressure major/minor defile is getting nerfed.
Those 5 skills take care of everything though. 10K armor / spell resist is making you overall way more tanky. Not everyone is using poison damage. I'd be willing to take 10K armor/spell resist and increase poison damage any day. The heal is very strong. No CP or CP. It's very strong. It's better than dragon blood, breath of life, no doubt. I haven't played the other classes so I don't know their healing power.
Werewolf doesn't have access to Major Resolve. So really you are looking at a little over 4k resistance gain over human form using Major Resolve, or under 5% increased mitigation. I think that is a fair price to pay for being limited to melee only offense, as well as not having access to major/minor protection.
The werewolf heal isn't innately strong, it is only strong after speccing heavily into health, and remember that the more you spec into health the less beneficial your 30% based damage bonuses become. Hircine's Heal has one of the worst cost/ heal ratio in the game. Compared to other tank heals yes it may seam more powerful, but no DK is running around using dragon blood as a primary heal. Hircine's Fortitude is the werewolf's primary heal, they do not have a reliable hot like vigor, Rapid regen, or damage shield that they can rely on for survival only to dip into a burst heal when needed.
You also need to factor in the fact that werewolf doesn't have buffs like major or minor mending in order to boost their heals, where a templar very easily could. Making their breath of life more effective and efficient.
On top of that how many times can a werewolf heal before it runs out of magicka? What ways does it have to regenerate magicka efficiently? Know that if a werewolf is going to heal reliably and consistently during a fight it needs to make sacrifices to their damage to do so.
You mention they have major berserk, but no werewolf in pvp is going to use that morph because it also grants a more powerful version of damage increase to any enemy that is doing damage to you.
Heal potency comes from max health.
Heal sustainability comes from Magicka regen.
Increasing either reduces damage. Thus lowers the benefit they gain from their damage bonuses.
You say they have an incredibly strong heal. How so? Do you know how much a werewolf can heal for at 25k health in no-cp? I do, and it is laughable, the cost/heal ratio is absolute garbage. Without increasing your max health/magic regen werewolves wouldn't last 10 seconds without getting slaughtered.
Their bonuses all come at a cost:
-Extra Damage: Increased ability cost
-Extra Speed: No snare removal
-Extra Armor: Weakness to Poison, and Fighter's guild abilies
They lose many of their class passives, all weapon passives, world passives, guild passives while in form.
Every other build in the game can increase survival by increasing their primary damage stats, werewolf can not.
Werewolf passives may seam overloaded but that is because Werewolf is missing out on 5 active abilities, have you every tried playing with just 5 abilities in human form? They need something to give them their offensive gameplay.
Next patch their greatest form of pressure major/minor defile is getting nerfed.
Those 5 skills take care of everything though. 10K armor / spell resist is making you overall way more tanky. Not everyone is using poison damage. I'd be willing to take 10K armor/spell resist and increase poison damage any day. The heal is very strong. No CP or CP. It's very strong. It's better than dragon blood, breath of life, no doubt. I haven't played the other classes so I don't know their healing power.
Werewolf doesn't have access to Major Resolve. So really you are looking at a little over 4k resistance gain over human form using Major Resolve, or under 5% increased mitigation. I think that is a fair price to pay for being limited to melee only offense, as well as not having access to major/minor protection.
The werewolf heal isn't innately strong, it is only strong after speccing heavily into health, and remember that the more you spec into health the less beneficial your 30% based damage bonuses become. Hircine's Heal has one of the worst cost/ heal ratio in the game. Compared to other tank heals yes it may seam more powerful, but no DK is running around using dragon blood as a primary heal. Hircine's Fortitude is the werewolf's primary heal, they do not have a reliable hot like vigor, Rapid regen, or damage shield that they can rely on for survival only to dip into a burst heal when needed.
You also need to factor in the fact that werewolf doesn't have buffs like major or minor mending in order to boost their heals, where a templar very easily could. Making their breath of life more effective and efficient.
On top of that how many times can a werewolf heal before it runs out of magicka? What ways does it have to regenerate magicka efficiently? Know that if a werewolf is going to heal reliably and consistently during a fight it needs to make sacrifices to their damage to do so.
I main magden and magplar in CP PvP. I suspected (from being on the receiving end) that WW was busted OP, but thought I'd try running it to be sure. 5 Unleashed Terror + 5 Alessian + 1 malacath + 1 Domi. I had absolutely nothing in to either mag or stam recovery, however I did have 42k resists in WW form. [snip]. Literally all I had to do was roll if I was rooted, then hold sprint and occasionally press the WW heal to get like a 20k burst heal.
Additionally, WW can exploit a similar Xv1 mechanic as the one stamcro uses: stack sources of defile and artificial proc damage, then hold down left click to do 8k heavy attacks (gaining 12k stam each time), while the enemy can't heal at all.
That's arguably a problem with a lot of builds atm, zerglings will build extremely tanky and let procs carry their damage, stacking as many crippling Xv1 effects as they can. The fact that WW can apply AOE major + minor defile with ONE spammable ability however, makes it the worst culprit.
Less experienced players tend to look at this the wrong way. Usually something along the lines of "you gotta remember they only have 5 abilities to work with". These 5 abilities cover more ground than all 12 (including ultis) do on top specs for a lot of classes out there. I don't NEED a defensive rotation on a WW, I just hit the heal button once, it bumps my health recov up to 5k+, then i go back to spamming heavy attacks. On a 36k health tank WW spec, I literally didn't need to use howl to get kills...[snip]
You mention they have major berserk, but no werewolf in pvp is going to use that morph because it also grants a more powerful version of damage increase to any enemy that is doing damage to you.
Heal potency comes from max health.
Heal sustainability comes from Magicka regen.
Increasing either reduces damage. Thus lowers the benefit they gain from their damage bonuses.
You say they have an incredibly strong heal. How so? Do you know how much a werewolf can heal for at 25k health in no-cp? I do, and it is laughable, the cost/heal ratio is absolute garbage. Without increasing your max health/magic regen werewolves wouldn't last 10 seconds without getting slaughtered.
Their bonuses all come at a cost:
-Extra Damage: Increased ability cost
-Extra Speed: No snare removal
-Extra Armor: Weakness to Poison, and Fighter's guild abilies
They lose many of their class passives, all weapon passives, world passives, guild passives while in form.
Every other build in the game can increase survival by increasing their primary damage stats, werewolf can not.
Werewolf passives may seam overloaded but that is because Werewolf is missing out on 5 active abilities, have you every tried playing with just 5 abilities in human form? They need something to give them their offensive gameplay.
Next patch their greatest form of pressure major/minor defile is getting nerfed.
Those 5 skills take care of everything though. 10K armor / spell resist is making you overall way more tanky. Not everyone is using poison damage. I'd be willing to take 10K armor/spell resist and increase poison damage any day. The heal is very strong. No CP or CP. It's very strong. It's better than dragon blood, breath of life, no doubt. I haven't played the other classes so I don't know their healing power.
Werewolf doesn't have access to Major Resolve. So really you are looking at a little over 4k resistance gain over human form using Major Resolve, or under 5% increased mitigation. I think that is a fair price to pay for being limited to melee only offense, as well as not having access to major/minor protection.
The werewolf heal isn't innately strong, it is only strong after speccing heavily into health, and remember that the more you spec into health the less beneficial your 30% based damage bonuses become. Hircine's Heal has one of the worst cost/ heal ratio in the game. Compared to other tank heals yes it may seam more powerful, but no DK is running around using dragon blood as a primary heal. Hircine's Fortitude is the werewolf's primary heal, they do not have a reliable hot like vigor, Rapid regen, or damage shield that they can rely on for survival only to dip into a burst heal when needed.
You also need to factor in the fact that werewolf doesn't have buffs like major or minor mending in order to boost their heals, where a templar very easily could. Making their breath of life more effective and efficient.
On top of that how many times can a werewolf heal before it runs out of magicka? What ways does it have to regenerate magicka efficiently? Know that if a werewolf is going to heal reliably and consistently during a fight it needs to make sacrifices to their damage to do so.
I main magden and magplar in CP PvP. I suspected (from being on the receiving end) that WW was busted OP, but thought I'd try running it to be sure. 5 Unleashed Terror + 5 Alessian + 1 malacath + 1 Domi. I had absolutely nothing in to either mag or stam recovery, however I did have 42k resists in WW form. [snip]. Literally all I had to do was roll if I was rooted, then hold sprint and occasionally press the WW heal to get like a 20k burst heal.
Additionally, WW can exploit a similar Xv1 mechanic as the one stamcro uses: stack sources of defile and artificial proc damage, then hold down left click to do 8k heavy attacks (gaining 12k stam each time), while the enemy can't heal at all.
That's arguably a problem with a lot of builds atm, zerglings will build extremely tanky and let procs carry their damage, stacking as many crippling Xv1 effects as they can. The fact that WW can apply AOE major + minor defile with ONE spammable ability however, makes it the worst culprit.
Less experienced players tend to look at this the wrong way. Usually something along the lines of "you gotta remember they only have 5 abilities to work with". These 5 abilities cover more ground than all 12 (including ultis) do on top specs for a lot of classes out there. I don't NEED a defensive rotation on a WW, I just hit the heal button once, it bumps my health recov up to 5k+, then i go back to spamming heavy attacks. On a 36k health tank WW spec, I literally didn't need to use howl to get kills... [snip]
[snip]
1. That build you listed would have 35k resistance on a nord... not 42k
2. With that spec you would only be hitting 8k heavy attacks on npc.
3. You were not getting 20k heals on that build. At 35k you are looking at a 10k heal at best.
4. You would not gain 12k resources back on a heavy attack even if they were off balanced they nerfed the stam return on a werewolf a long time ago. You are looking at 6k in the right conditions.
5. You are saying the proc sets are why werewolf is strong... well your issue lies with proc sets...
6. You are not getting 5k health recovery on that build, and even if you were how much of that would actually come from being a werewolf? 666 from hircine's fortitude and an additional 180 from the the armor werewolf provides over human form.
[snip]
Luckylancer wrote: »AT the end all comes to numbers. If they nerf skills's numbers ww will be weak. If they buff it will be broken.
You forgot ww lose 6 skill slots. Their remaining skills must be balanced as whole. Their heal is strong because it is self only and costs a lot. Go check out other classes heals, you still have old mindset about templars.
TequilaFire wrote: »Not everything is about tournament and elite small scale which has its place and can be controlled by tournament entry rules.
Remember some also like to have fun and not be so serious.