I would say that the game is so broken on a macro scale that it is impossible to tell how broken any individual thing really is. nothing should be altered until the game is in a working state.
They overdid it a bit.
Werewolf needs to lose a bit of its passive potency.
Remove the 10% damage mitigation from the white werewolf, add Major Resolve to one of their abilities and tone done their 10k resistence passive by a lot, so they can no longer use mighty chudan and get 10k free resistences on top. I think Major Resolve plus 2,3k resistences free is more than enough. 4k resistences (or 10k with chudan) is just too crazy.
The heal also needs to be reduced a bit obviously.
Tommy_The_Gun wrote: »Proc sets are problem, not WW itself. Proc sets enable too much dmg on a tanky builds - because those sets provide dmg that scales with nothing. You can allocate everything into health & resistances and you will still dish out decent dmg. Nothing wrong with tanky builds that are very hard to kill. But if such builds have decent dmg too... then yeah...
WW is "tanky" by its design. It has passives to compensate a bit for lack of weapon passives and majority of class / guild passives you would have normally, outside of WW, and also very limited toolkit (only WW skills with no ulti, no CC immunity skill, purge etc).
Keep in mind that before Greymoor update WW was kinda useless and pointless (in both PvE & PvP). It was basically an RP meme. All ZOS did with in greymoor is that they added negative effect (criminal act) and one positive effect to WW skills. I do not believe that it was it that made WW strong in PvP. In that update they ales re-balanced proc sets (they simplified proc conditions and removed % proc chance form sets, to lessen server calculations). That alone made proc sets reliable all of the sudden. So even if they reduced dmg of those sets - they are still providing too much vs stat buffing sets.
TLD:
WW is strong in PvP right now, but not because of its passives or skills - it is because just like warden or necro or DK or any tanky class - it synergises well with dmg dealing proc sets that are over performing right now.
Imho all they need to do is to make proc sets to scale with... something. If it deal dmg then it should scale with max offensive stat. If it heals or provide dmg shield, then it should scale with max health.
mikey_reach wrote: »Tommy_The_Gun wrote: »Proc sets are problem, not WW itself. Proc sets enable too much dmg on a tanky builds - because those sets provide dmg that scales with nothing. You can allocate everything into health & resistances and you will still dish out decent dmg. Nothing wrong with tanky builds that are very hard to kill. But if such builds have decent dmg too... then yeah...
WW is "tanky" by its design. It has passives to compensate a bit for lack of weapon passives and majority of class / guild passives you would have normally, outside of WW, and also very limited toolkit (only WW skills with no ulti, no CC immunity skill, purge etc).
Keep in mind that before Greymoor update WW was kinda useless and pointless (in both PvE & PvP). It was basically an RP meme. All ZOS did with in greymoor is that they added negative effect (criminal act) and one positive effect to WW skills. I do not believe that it was it that made WW strong in PvP. In that update they ales re-balanced proc sets (they simplified proc conditions and removed % proc chance form sets, to lessen server calculations). That alone made proc sets reliable all of the sudden. So even if they reduced dmg of those sets - they are still providing too much vs stat buffing sets.
TLD:
WW is strong in PvP right now, but not because of its passives or skills - it is because just like warden or necro or DK or any tanky class - it synergises well with dmg dealing proc sets that are over performing right now.
Imho all they need to do is to make proc sets to scale with... something. If it deal dmg then it should scale with max offensive stat. If it heals or provide dmg shield, then it should scale with max health.
Ww proc or not its still pretty broken, my ww does not use proc sets and it can kill and survive all day long.
Tommy_The_Gun wrote: »
Tommy_The_Gun wrote: »
Tommy_The_Gun wrote: »
Yeah they are untargetable now, but they constantly snare you with that generic NPC snare. The 10% free mitigation is enough for that morph they should just remove the puppies completely.
Vulnerable to poisons and fighters guilds abilities ... however here's 10k resistances to counter your counters 😂
Now if only vampires had 10k resistances to counter increased fire damage (one can only dream) 🤔😂
Tommy_The_Gun wrote: »
ZarkingFrued wrote: »We all know it. The only players defending it are the ones who are enjoying the leisure of playing a PvP tank with competitive dps. Why have they chosen not to address the obvious issue? It's OK for a build to have competitive dps, and never have to worry about dying? The heal on it literally saves lives in one button press even if you get them low on health. Why give a class everything on one bar?
I think ZOS had no idea what players could actually do with WW, and it's ruined Imperial City, BGs, and even bleeds into open world heavily. I may get attacked for the thread, but I'm gonna at least speak out while I watch PvP become a joke.