It is absurd how ridiculously easy werewolf is to play and there isn’t a single person who doesn’t play one who won’t agree. They are beyond tanky, can achieve absurdly high levels of health recovery, they have an entire average builds toolkit and more on 1 bar with every ability having multiple effects, can play with upwards of 50k health whilst still maintaining solid damage output and can sprint almost as fast as a max speed mount. Its hard to believe with the feedback from the community they haven’t received a direct change to how they perform and at this point totally ruin the Imperial City. It is beyond me as to why such a strong transformation ultimate gets any form of duration extension, let alone from multiple sources and can be kept up indefinitely without putting any real thought in to doing so.
Removing any form of skill line ult cost reduction and removing all duration extending capabilities is by far the most logical and reasonable way to balance this. Please before you jump in with “remove health based healing” or “make this ‘insert ridiculously specific’ battlespirit change”, remember PvE exists and the bulk majority of the player base are role players, questers and normal trial lfg pugs. ZOS are not bothered to make such a gigantic change for the small PvP population and such input is neither helpful or constructive and derails the thread.
Remove the heath based heal, so werewolves aren't encouraged to stack health, and thus can be properly bursted. That would shift their gameplay from lumbering, proc based damage to fast/reactive, ability based damage.
MentalxHammer wrote: »The most important thing in the OP is that they are completely ruining the Imperial City. The IC used to be my favorite pvp format, and my primary source of in game gold. Now I dont even go in there.
Now all form of competition is void in the IC, with almost every player crutching on 40k hp werewolf builds. The worst part is most serious pvp players refuse to play in WW form, because playing 1 bar is boring as hell. So the IC has essentially been conceded to a bunch of noobs, cheesing for tel var they could never make on a real class.
Tommy_The_Gun wrote: »OP, ZOS received a lot of feedback regarding WW from players last year.
Elsweyr & entire year long story was basically a huge nerf fest when it comes to WWs. ZOS made them kinda unplayable tbh. There were a RP meme.
Only this year, WW received a negative & positive effect (criminal act & therefore WW ulti & some ww skills received a corresponding buff).
Now the problem with WW (if there is any) is that well... Just like with pretty much everything else in this game: Solo vs Group Environment...
I mean, try to play WW solo in PvP. Go ahead. No zerg surfing. Go to Cyro or IC and try it out solo. You will realize that WW is kinda... hard to play when it comes to being able to do anything solo in PvP.
Now it changes drastically in a group with dedicated healer / support, as you eliminate most of WW flaws - sustain, lack of negative effect removal / cc immunity and most importantly - extremely expensive heal.
If you want to kill WW, you basically CC them & force them to cast 2 - 3 heals. Then, they are out of magicka & they die. You might also try magicka skill cost poisons. Dots can be very helpful too as WW can not purge negative effects. Especially if those are poison dots (basically current meta, venomous smite, sheer venom, poison injection etc.).
Now in a group, WW basically does not need to worry about healing / purge / cc. Group can provide that. This is also one of the reasons ball groups exists in Cyro. It is one of the easiest way to do stuff. You build for tankyness, but since you have 24 ppl - you still dish out insane dmg combined with cc.
So, is WW a problem ? Nope.
It is solo vs group balancing issue.
And rightfully so. Multiplicity is the worst enemy of balance. ZOS can balance sets & skills all the way they want but the problem always will come back - because of how group environment works in ESO and what it enables. So, untill ZOS will figure out how to "globally" balance groups (like idk, something like global buff / de-buff system, like battle spirit, but it will scale will group size and effect will get stronger the larger the group is) we will have those nerf-buff-nerf-buff cycle that players in general - hate...
Remove the heath based heal, so werewolves aren't encouraged to stack health, and thus can be properly bursted. That would shift their gameplay from lumbering, proc based damage to fast/reactive, ability based damage.
Remove the heath based heal, so werewolves aren't encouraged to stack health, and thus can be properly bursted. That would shift their gameplay from lumbering, proc based damage to fast/reactive, ability based damage.
I was thinking Werewolves were given a Health based heal BECASUE they can be properly bursted. Not to mention currently taking 25% extra damage from already strong poison damage output from proc sets AND abilities. Also consider incoming Defile sources, weakening healing.
Also where is the exchange? Why simply remove the heal? How about if the heal is removed, give it some more damage and some executing power on one the abilities.
Removing any form of skill line ult cost reduction and removing all duration extending capabilities is by far the most logical and reasonable way to balance this. Please before you jump in with “remove health based healing” or “make this ‘insert ridiculously specific’ battlespirit change”, remember PvE exists and the bulk majority of the player base are role players, questers and normal trial lfg pugs. ZOS are not bothered to make such a gigantic change for the small PvP population and such input is neither helpful or constructive and derails the thread.
TheBonesXXX wrote: »
Removing any form of skill line ult cost reduction and removing all duration extending capabilities is by far the most logical and reasonable way to balance this. Please before you jump in with “remove health based healing” or “make this ‘insert ridiculously specific’ battlespirit change”, remember PvE exists and the bulk majority of the player base are role players, questers and normal trial lfg pugs. ZOS are not bothered to make such a gigantic change for the small PvP population and such input is neither helpful or constructive and derails the thread.
I don't think removing ult cost reduction is a good idea, as ult cost rises with Vampire.
The question not being asked and should be is wondering why someone can achieve those numbers? Stat inflation looks like the culprit to me.
TheBonesXXX wrote: »
Removing any form of skill line ult cost reduction and removing all duration extending capabilities is by far the most logical and reasonable way to balance this. Please before you jump in with “remove health based healing” or “make this ‘insert ridiculously specific’ battlespirit change”, remember PvE exists and the bulk majority of the player base are role players, questers and normal trial lfg pugs. ZOS are not bothered to make such a gigantic change for the small PvP population and such input is neither helpful or constructive and derails the thread.
I don't think removing ult cost reduction is a good idea, as ult cost rises with Vampire.
The question not being asked and should be is wondering why someone can achieve those numbers? Stat inflation looks like the culprit to me.
The issue is that the ult is incredibly overpowered for something that can be kept up indefinitely. 30% stam, 18% weapon damage, 10k resists, 10% mitigation, 30% bonus movement speed on sprint. Every one of those buffs is a 5 piece set and the stam is even stronger. Its easy to see why when you run max health and recovery, the rest of the build carries regardless of stats when you are running around in basically 5, 5 piece sets worth of buffs and stat boosts. The ult just needs to end after 20 seconds, thats it, no other balance needs to be done if that was the case.
Remove the heath based heal, so werewolves aren't encouraged to stack health, and thus can be properly bursted. That would shift their gameplay from lumbering, proc based damage to fast/reactive, ability based damage.
I was thinking Werewolves were given a Health based heal BECASUE they can be properly bursted. Not to mention currently taking 25% extra damage from already strong poison damage output from proc sets AND abilities. Also consider incoming Defile sources, weakening healing.
Also where is the exchange? Why simply remove the heal? How about if the heal is removed, give it some more damage and some executing power on one the abilities.
I think they mean to make the heal scale based on magicka or stamina rather than health instead of removing it completely.
[snip]
Your running a glass cannon character I'm assuming, probably bow or magicka/destro staff, set up for high AoE dmg (Really a PvE build in PvP) to farm telvar stones, a character comes in with a build specifically planned and made to gank your style of play, and [snip] That's what I read it as.
TheBonesXXX wrote: »
Removing any form of skill line ult cost reduction and removing all duration extending capabilities is by far the most logical and reasonable way to balance this. Please before you jump in with “remove health based healing” or “make this ‘insert ridiculously specific’ battlespirit change”, remember PvE exists and the bulk majority of the player base are role players, questers and normal trial lfg pugs. ZOS are not bothered to make such a gigantic change for the small PvP population and such input is neither helpful or constructive and derails the thread.
I don't think removing ult cost reduction is a good idea, as ult cost rises with Vampire.
The question not being asked and should be is wondering why someone can achieve those numbers? Stat inflation looks like the culprit to me.
The issue is that the ult is incredibly overpowered for something that can be kept up indefinitely. 30% stam, 18% weapon damage, 10k resists, 10% mitigation, 30% bonus movement speed on sprint. Every one of those buffs is a 5 piece set and the stam is even stronger. Its easy to see why when you run max health and recovery, the rest of the build carries regardless of stats when you are running around in basically 5, 5 piece sets worth of buffs and stat boosts. The ult just needs to end after 20 seconds, thats it, no other balance needs to be done if that was the case.
I disagree. Lag is the single most grossly over-performing thing in PvP. Many of us have been defeated many times by lag.
Tommy_The_Gun wrote: »OP, ZOS received a lot of feedback regarding WW from players last year.
Elsweyr & entire year long story was basically a huge nerf fest when it comes to WWs. ZOS made them kinda unplayable tbh. There were a RP meme.
Only this year, WW received a negative & positive effect (criminal act & therefore WW ulti & some ww skills received a corresponding buff).
Now the problem with WW (if there is any) is that well... Just like with pretty much everything else in this game: Solo vs Group Environment...
I mean, try to play WW solo in PvP. Go ahead. No zerg surfing. Go to Cyro or IC and try it out solo. You will realize that WW is kinda... hard to play when it comes to being able to do anything solo in PvP.
Now it changes drastically in a group with dedicated healer / support, as you eliminate most of WW flaws - sustain, lack of negative effect removal / cc immunity and most importantly - extremely expensive heal.
If you want to kill WW, you basically CC them & force them to cast 2 - 3 heals. Then, they are out of magicka & they die. You might also try magicka skill cost poisons. Dots can be very helpful too as WW can not purge negative effects. Especially if those are poison dots (basically current meta, venomous smite, sheer venom, poison injection etc.).
Now in a group, WW basically does not need to worry about healing / purge / cc. Group can provide that. This is also one of the reasons ball groups exists in Cyro. It is one of the easiest way to do stuff. You build for tankyness, but since you have 24 ppl - you still dish out insane dmg combined with cc.
So, is WW a problem ? Nope.
It is solo vs group balancing issue.
And rightfully so. Multiplicity is the worst enemy of balance. ZOS can balance sets & skills all the way they want but the problem always will come back - because of how group environment works in ESO and what it enables. So, untill ZOS will figure out how to "globally" balance groups (like idk, something like global buff / de-buff system, like battle spirit, but it will scale will group size and effect will get stronger the larger the group is) we will have those nerf-buff-nerf-buff cycle that players in general - hate...
I mean if you build your werewolf right you should be rocking 6-7k hp recovery and then healing isn't an issue anymore.
I do play ww in ic and sometimes in cyro and it compares to playing stamden in terms of tankiness.
As for mag sustain, eternal vigor and heavy armor is all you need.