ZarkingFrued wrote: »Yup, WW is for players who need a one bar tank that can put out top tier dps. Sad.
Idk what you are expecting from an ult that blocks both your base skill bars. Is the idea here it should be worse than your base skills or..?
ZarkingFrued wrote: »Yup, WW is for players who need a one bar tank that can put out top tier dps. Sad.
Try playing a non mag sorc rn see if you can deal enough damage with base weapon abilities to be competitive.
You can't.
ZarkingFrued wrote: »Yup, WW is for players who need a one bar tank that can put out top tier dps. Sad.
Try playing a non mag sorc rn see if you can deal enough damage with base weapon abilities to be competitive.
You can't.
You mean a stam sorc? Probably the strongest non nightblade stam class for 1vX of the last 2 updates with the strongest mobility, a reverse execute passive and now having the mag regen to spam streak as much as a magsorc.
Idk what you are expecting from an ult that blocks both your base skill bars. Is the idea here it should be worse than your base skills or..?
No, the idea is that an ult that has the strength of half a dozen 5 piece sets as its buffs shouldn’t last indefinitely or have the ability to last longer than 20 seconds
Idk what you are expecting from an ult that blocks both your base skill bars. Is the idea here it should be worse than your base skills or..?
No, the idea is that an ult that has the strength of half a dozen 5 piece sets as its buffs shouldn’t last indefinitely or have the ability to last longer than 20 seconds
Ok but the argument I would make is then it becomes impractical to use ww.
A 20s duration is way too short (also the reason why vamp form is junk in pvp, 20s is not long enough to use it for anything).
Really the problem with ww is that it fundamentally is an ult. So it has to be either too strong for it to be useful or not strong enough and never used. Making ww a high cost toggle (like say 350 ult) would make it a utility and then they could bring down damage to be more in line with other skills. That's the only way it's going to balance out correctly.
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.
Bullseyebudx wrote: »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.
I've seen a lot of builds over the last 3 years of playing this game but this one really just takes the cake.
If I had to sit down and design a build to overperform in PvP content I'm not sure I could do better than the current werewolf, obviously with the help of Alessia.
A lot of these effects, like a stun on impact ability, gap closers, are specifically there for PvP, you don't need to stun and gap close the ads sorry.
Honestly this is probably the most disrespectful combat change I've ever seen.
You'll literally never be able to kill someone with almost 10K health recovery, nevermind the rest of the stats and slew of free major buffs, but the fact that they can kill people while obtaining the stats in the pic is actually unconscionable.
ZOS did you think doing this was okay for the health of your PvP community?
You couldn't even bring yourselves to give vampires any sort of functional abilities for PvP during this huge rework for the entire skill line, yet somehow werewolf's get what's actually the perfect PvP tool kit?
How did this happen?
How is one player supposed to kill a player with 10K health recovery, 46K res, two healing abilities mag and stam both over 15K tool tips one deals damage, fear on impact, a 12K tool tip with 25% damage increase for hitting a feared target, and free light and heavy attack bleeds?
I feel like a tank is going to feel pressure trying to sustain through all that free damage let alone a player running an offense based build.
Dunning_Kruger wrote: »Selling impen and divines Alessian pieces on PCNA
I beg ZOS better add a hard reset WW timer , something like 3 - 4 mins .
There are so many many threads complain WW OP , healing is a problem but not the most big one , there are so many healing or sustain sources btw .
WW build in supernatural power , unlimited timer in certain condition , it's the problem .
I beg ZOS better add a hard reset WW timer , something like 3 - 4 mins .
There are so many many threads complain WW OP , healing is a problem but not the most big one , there are so many healing or sustain sources btw .
WW build in supernatural power , unlimited timer in certain condition , it's the problem .
While I'm not particularly interested in the PvE aspect of werewolf, I know for sure that there are many many players who is. And hard capping the timer for PvE would kill any reason to use one in PvE.
I really don't understand why people all of a sudden started to find the duration of werewolf to be an issue, when it really isn't.
If we exclude the fact that sets like alessian and eternal vigor is overloaded, the only aspect that need change with werewolf is the heal. And I've already repeated myself more than enough what needs to change with the heal, so please feel free to read my previous comment.
Adressing anything else about werewolf is the wrong approach. If people actually played werewolf in PvP they would understand why that's the case. But since the majority of people who complains doesn't (or they abuse it in low mmr battlegrounds when fighting less skilled players in PvE gear thinking it makes ww OP), it's understandable they can't see the obvious solution.
I beg ZOS better add a hard reset WW timer , something like 3 - 4 mins .
There are so many many threads complain WW OP , healing is a problem but not the most big one , there are so many healing or sustain sources btw .
WW build in supernatural power , unlimited timer in certain condition , it's the problem .
While I'm not particularly interested in the PvE aspect of werewolf, I know for sure that there are many many players who is. And hard capping the timer for PvE would kill any reason to use one in PvE.
I really don't understand why people all of a sudden started to find the duration of werewolf to be an issue, when it really isn't.
If we exclude the fact that sets like alessian and eternal vigor is overloaded, the only aspect that need change with werewolf is the heal. And I've already repeated myself more than enough what needs to change with the heal, so please feel free to read my previous comment.
Adressing anything else about werewolf is the wrong approach. If people actually played werewolf in PvP they would understand why that's the case. But since the majority of people who complains doesn't (or they abuse it in low mmr battlegrounds when fighting less skilled players in PvE gear thinking it makes ww OP), it's understandable they can't see the obvious solution.
The issue is that werewolf was always cheesy and overpowered, for Solo PvE content its been godtier (easier vetmaelstrom completions than a petsorc heavy attack build)but in PvP was reserved for low skilled players until recently when good players started to use it and theory craft for it. Now everyone has a youtube picked super cheese build and 600 cps on a werewolf now run around with the survivability, health and resistance of a tank with the damage of a DPS build, all whilst using 1 button and not having to keep a multitude of buffs up.
Bullseyebudx wrote: »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.
I've seen a lot of builds over the last 3 years of playing this game but this one really just takes the cake.
If I had to sit down and design a build to overperform in PvP content I'm not sure I could do better than the current werewolf, obviously with the help of Alessia.
A lot of these effects, like a stun on impact ability, gap closers, are specifically there for PvP, you don't need to stun and gap close the ads sorry.
Honestly this is probably the most disrespectful combat change I've ever seen.
You'll literally never be able to kill someone with almost 10K health recovery, nevermind the rest of the stats and slew of free major buffs, but the fact that they can kill people while obtaining the stats in the pic is actually unconscionable.
ZOS did you think doing this was okay for the health of your PvP community?
You couldn't even bring yourselves to give vampires any sort of functional abilities for PvP during this huge rework for the entire skill line, yet somehow werewolf's get what's actually the perfect PvP tool kit?
How did this happen?
How is one player supposed to kill a player with 10K health recovery, 46K res, two healing abilities mag and stam both over 15K tool tips one deals damage, fear on impact, a 12K tool tip with 25% damage increase for hitting a feared target, and free light and heavy attack bleeds?
I feel like a tank is going to feel pressure trying to sustain through all that free damage let alone a player running an offense based build.
Bullseyebudx wrote: »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.
I've seen a lot of builds over the last 3 years of playing this game but this one really just takes the cake.
If I had to sit down and design a build to overperform in PvP content I'm not sure I could do better than the current werewolf, obviously with the help of Alessia.
A lot of these effects, like a stun on impact ability, gap closers, are specifically there for PvP, you don't need to stun and gap close the ads sorry.
Honestly this is probably the most disrespectful combat change I've ever seen.
You'll literally never be able to kill someone with almost 10K health recovery, nevermind the rest of the stats and slew of free major buffs, but the fact that they can kill people while obtaining the stats in the pic is actually unconscionable.
ZOS did you think doing this was okay for the health of your PvP community?
You couldn't even bring yourselves to give vampires any sort of functional abilities for PvP during this huge rework for the entire skill line, yet somehow werewolf's get what's actually the perfect PvP tool kit?
How did this happen?
How is one player supposed to kill a player with 10K health recovery, 46K res, two healing abilities mag and stam both over 15K tool tips one deals damage, fear on impact, a 12K tool tip with 25% damage increase for hitting a feared target, and free light and heavy attack bleeds?
I feel like a tank is going to feel pressure trying to sustain through all that free damage let alone a player running an offense based build.
This build and basically every other werewolf build is only going to kill badly built players. Werewolves are literally just another flavour of troll tank. Werewolf is for bad players to kill other bad players. That's literally all it is.
No you can't kill them 1v1 but they shouldn't be able to kill you either. If you're DK/Warden/Templar/Necro you should be built tanky enough that a fear and a few howls won't kill you. And if you're a Nightblade or Sorcerer, you can just escape the werewolf.
Those 11k tooltips on howl even with the 25% bonus is still less than 14k. And that's just the tooltip that doesn't take into account battle spirit or any other damage reduction your opponent would have. If we're talking tooltips, a well built Stamden can land a 16k Dizzy, a medium attack, 21k Dawnbreaker and 19k Shalks. That all hits within ~1.5 seconds. That's what real burst looks like. If you're dying to 11k tooltip howls, you need to look at your build.
Bullseyebudx wrote: »
This build and basically every other werewolf build is only going to kill badly built players. Werewolves are literally just another flavour of troll tank. Werewolf is for bad players to kill other bad players. That's literally all it is.
No you can't kill them 1v1 but they shouldn't be able to kill you either. If you're DK/Warden/Templar/Necro you should be built tanky enough that a fear and a few howls won't kill you. And if you're a Nightblade or Sorcerer, you can just escape the werewolf.
Those 11k tooltips on howl even with the 25% bonus is still less than 14k. And that's just the tooltip that doesn't take into account battle spirit or any other damage reduction your opponent would have. If we're talking tooltips, a well built Stamden can land a 16k Dizzy, a medium attack, 21k Dawnbreaker and 19k Shalks. That all hits within ~1.5 seconds. That's what real burst looks like. If you're dying to 11k tooltip howls, you need to look at your build.
If it takes a minimum of 3 players, and I do mean like actual good players with skills, builds they're familiar with, and a coordinated ult dump to not kill this build but bring it in execute range that's not good.
You have AoE Fear and Major Defile with a beafy execute and free bleeds that also benefit from Siphoner, you might not be doing a lot of the killing but overtime you're going to run people into the ground with free stat tax and eventually your team will be able to kill them on a stun lock if you can't.
So why shouldn't you play this build, besides the fact that it's obviously toxic af, if you can't kill it solo.
I'm probably never going to lose 1v1, it can 1vX, great group utility.
@BullseyebudxIf it takes a minimum of 3 players, and I do mean like actual good players with skills, builds they're familiar with, and a coordinated ult dump to not kill this build but bring it in execute range that's not good.
It´s kind of a known fact that a werewolf is forced to run at least two sustain or defensive sets in order to even function in a PvP environment. The second you start running damage sets you require a group with a healer. I don´t know about you, but if I run two defensive sets, or 1 sustain + 1 defensive set, I would expect myself to be hard to take down. This goes for any build and isn´t something werewolf unique. And using 1vX vs less competent players or low MMR BG´s as a measurement of something overperforming isn´t the best way to tell if something is overperforming.
Being unkillable or being able to stalemate a 1v1 doesn´t make werewolf OP.You have AoE Fear and Major Defile with a beafy execute and free bleeds that also benefit from Siphoner, you might not be doing a lot of the killing but overtime you're going to run people into the ground with free stat tax and eventually your team will be able to kill them on a stun lock if you can't.
Just wanted to address your comment about the execute mechanic from pounce. It´s one of the worst executes in the game. Please stop spreading lies. It´s even subpar in PvE on a 21 million target dummy. And from what I can tell you´ve played werewolf from a CP perspective. Try werewolf in NOCP and you´ll see that the ONLY thing that is overtuned on werewolf is the fact that the heal scales of max HP. I´ve suggested since Wolfhunter that the heal should scale of max stamina and weapon damage.So why shouldn't you play this build, besides the fact that it's obviously toxic af, if you can't kill it solo.
I'm probably never going to lose 1v1, it can 1vX, great group utility.
Again, being unkillable in 1v1 isn´t a testimony of something being too strong. Literally any stamcro or stamden can achieve the same survivability but with much higher damage output and better survivability than a werewolf. Sure in a match between a WW vs Stamcro/Stamden they can stalemate eachother, but I fail to see how that´s a ww issue.
Your earlier screenshot just showcases how overtuned Alessian and Eternal Vigor is, and anyone experienced with werewolf knows that they´ve been carried by whatever FOTM set that´s been overperforming for ages.
Bullseyebudx wrote: »@BullseyebudxIf it takes a minimum of 3 players, and I do mean like actual good players with skills, builds they're familiar with, and a coordinated ult dump to not kill this build but bring it in execute range that's not good.
It´s kind of a known fact that a werewolf is forced to run at least two sustain or defensive sets in order to even function in a PvP environment. The second you start running damage sets you require a group with a healer. I don´t know about you, but if I run two defensive sets, or 1 sustain + 1 defensive set, I would expect myself to be hard to take down. This goes for any build and isn´t something werewolf unique. And using 1vX vs less competent players or low MMR BG´s as a measurement of something overperforming isn´t the best way to tell if something is overperforming.
Being unkillable or being able to stalemate a 1v1 doesn´t make werewolf OP.You have AoE Fear and Major Defile with a beafy execute and free bleeds that also benefit from Siphoner, you might not be doing a lot of the killing but overtime you're going to run people into the ground with free stat tax and eventually your team will be able to kill them on a stun lock if you can't.
Just wanted to address your comment about the execute mechanic from pounce. It´s one of the worst executes in the game. Please stop spreading lies. It´s even subpar in PvE on a 21 million target dummy. And from what I can tell you´ve played werewolf from a CP perspective. Try werewolf in NOCP and you´ll see that the ONLY thing that is overtuned on werewolf is the fact that the heal scales of max HP. I´ve suggested since Wolfhunter that the heal should scale of max stamina and weapon damage.So why shouldn't you play this build, besides the fact that it's obviously toxic af, if you can't kill it solo.
I'm probably never going to lose 1v1, it can 1vX, great group utility.
Again, being unkillable in 1v1 isn´t a testimony of something being too strong. Literally any stamcro or stamden can achieve the same survivability but with much higher damage output and better survivability than a werewolf. Sure in a match between a WW vs Stamcro/Stamden they can stalemate eachother, but I fail to see how that´s a ww issue.
Your earlier screenshot just showcases how overtuned Alessian and Eternal Vigor is, and anyone experienced with werewolf knows that they´ve been carried by whatever FOTM set that´s been overperforming for ages.
I almost exclusively play in CP, except BG's where I have no choice and I'm forced too. I ran into a WW in a BG the other day and noticed it was good but not on the same level as it's CP counterpart.
Look it's not just the werewolf skill line that's the issue, it's the entire build as I've referred to it, all the parts. What portion of the build is responsible for it's % of brokeness; the sets cause 90-95% of the issue, then there's obviously the health recovery buff and the defile nerf which exacerbate the issue further.
Can other classes run these sets together as effectively as a werewolf can? I don't think so, if they could then werewolf wouldn't be the subject, werewolf lets you abuse these sets the most. What if we nerfed Alessia, I think people would either move over to Beekeeper for werewolf or Seventh legion for stambuilds without WW, and werewolf would probably still be part of the issue but less.
Just Alessia alone lets you stack 10K extra resistances effectively by generating 2K-3K more health recovery, when buffed up, over the next closest alternative, Beekeeper, and 20K resistances with 3-4K health recovery compared to Seventh Legion which should be a pretty clear indicator of the problem here. Can you think of any sets that give you 10K-20K resistances with 2-4K health recovery?
First three tool tips are for the Alessia & Vigor WW build (Beekeeper is only going to effect res & recov)
Don't forget to add the LA damage from this too.
These are the tool tips for Alessia & Vigor non-WW build
These two are for a Seventh Legion & Vigor Build non-WW
I don't know about you but the differences are pretty obvious to me.
Wow you are right look at how much more expensive those werewolf abilities are, want to put a execute dot on an enemy? That will cost ya 8k stamina.
Just Alessia alone lets you stack 10K extra resistances effectively by generating 2K-3K more health recovery, when buffed up, over the next closest alternative, Beekeeper, and 20K resistances with 3-4K health recovery compared to Seventh Legion which should be a pretty clear indicator of the problem here. Can you think of any sets that give you 10K-20K resistances with 2-4K health recovery.