Werewolf is getting nerfed next patch, instead of 10k resistances they get major resolve.
WabanakiWarrior wrote: »Werewolf is getting nerfed next patch, instead of 10k resistances they get major resolve.
Won't be enough. It's the health based heal that needs to go. Broken mechanic that should never have been introduced in the game. It encourages people to run stupidly high hp builds. I can penetrate through resistances, but not health. There isn't any counterplay to that.
But this conversation has been had hundreds of times on this forum, to address OP's idea: it's not a poison, but we have a glyph that deals increased damage to vampires (prismatic onslaught), I don't see why we couldn't have something similar to specifically target wws. Don't think it will be enough to balance the class though.
WabanakiWarrior wrote: »Werewolf is getting nerfed next patch, instead of 10k resistances they get major resolve.
Won't be enough. It's the health based heal that needs to go. Broken mechanic that should never have been introduced in the game. It encourages people to run stupidly high hp builds. I can penetrate through resistances, but not health. There isn't any counterplay to that.
But this conversation has been had hundreds of times on this forum, to address OP's idea: it's not a poison, but we have a glyph that deals increased damage to vampires (prismatic onslaught), I don't see why we couldn't have something similar to specifically target wws. Don't think it will be enough to balance the class though.
Prismatic should hurt werewolves to tbh. Like how the Fighter's Guild abilities can hurt them both so to should the Glyph. Might not be the silver bullet but it definitely would improve damage on dedicated hunter builds.
WabanakiWarrior wrote: »WabanakiWarrior wrote: »Werewolf is getting nerfed next patch, instead of 10k resistances they get major resolve.
Won't be enough. It's the health based heal that needs to go. Broken mechanic that should never have been introduced in the game. It encourages people to run stupidly high hp builds. I can penetrate through resistances, but not health. There isn't any counterplay to that.
But this conversation has been had hundreds of times on this forum, to address OP's idea: it's not a poison, but we have a glyph that deals increased damage to vampires (prismatic onslaught), I don't see why we couldn't have something similar to specifically target wws. Don't think it will be enough to balance the class though.
Prismatic should hurt werewolves to tbh. Like how the Fighter's Guild abilities can hurt them both so to should the Glyph. Might not be the silver bullet but it definitely would improve damage on dedicated hunter builds.
Thanks! Forgot prismatic onslaught already affects wws! OP's idea for wolfsbane poison is pretty cool tbh, probably lore friendly, easy to toggle on and off, and they're always adding new alchemy ingredients in patches, seems like a fairly simple thing to add.
WabanakiWarrior wrote: »WabanakiWarrior wrote: »Werewolf is getting nerfed next patch, instead of 10k resistances they get major resolve.
Won't be enough. It's the health based heal that needs to go. Broken mechanic that should never have been introduced in the game. It encourages people to run stupidly high hp builds. I can penetrate through resistances, but not health. There isn't any counterplay to that.
But this conversation has been had hundreds of times on this forum, to address OP's idea: it's not a poison, but we have a glyph that deals increased damage to vampires (prismatic onslaught), I don't see why we couldn't have something similar to specifically target wws. Don't think it will be enough to balance the class though.
Prismatic should hurt werewolves to tbh. Like how the Fighter's Guild abilities can hurt them both so to should the Glyph. Might not be the silver bullet but it definitely would improve damage on dedicated hunter builds.
Thanks! Forgot prismatic onslaught already affects wws! OP's idea for wolfsbane poison is pretty cool tbh, probably lore friendly, easy to toggle on and off, and they're always adding new alchemy ingredients in patches, seems like a fairly simple thing to add.
Wait, it does?!? I thought it didn't since the rules state that the glyph only hurts Undead and Daedra. Werewolves fall under their own category unless something has changed.
The lists of things the Glyph effects are in these two links.
https://en.uesp.net/wiki/Online:Daedra
https://en.uesp.net/wiki/Online:Undead
WabanakiWarrior wrote: »Werewolf is getting nerfed next patch, instead of 10k resistances they get major resolve.
Won't be enough. It's the health based heal that needs to go. Broken mechanic that should never have been introduced in the game. It encourages people to run stupidly high hp builds. I can penetrate through resistances, but not health. There isn't any counterplay to that.
But this conversation has been had hundreds of times on this forum, to address OP's idea: it's not a poison, but we have a glyph that deals increased damage to vampires (prismatic onslaught), I don't see why we couldn't have something similar to specifically target wws. Don't think it will be enough to balance the class though.
SOLDIER_1stClass wrote: »WW aren't OP plain and simple.
There is a reason you don't see 23k medium WW in pvp. They are slaughtered instantly.
WW highlight the same problem proc sets highlight. Damage output in Heavy Armor.
Add a damage debuff to heavy armor per piece that applies to weapon/spell damage and proc damage.
Survivability needs to come at a drastic cost to damage output.
Additionally remove Malacaths ability to buff proc damage.
Heavy armor should be extremely hard to kill and cc kings but hit like a wet noodle
JessPushToPlay wrote: »Also-- why is it I can't kill the direwolves for the Ult Pack Leader? We can kill other combat pets...
Tommy_The_Gun wrote: »JessPushToPlay wrote: »Also-- why is it I can't kill the direwolves for the Ult Pack Leader? We can kill other combat pets...
WW's Dire Wolves are untargetable. Long time ago you could kill them, but they had a re-spwn timer.
Their dmg was nerfed into something almost non-existent and were converted to non-targetable as they were being used as a "living shields" , so Wildlife Protection Commission had to intervene...
(It was similar issue as with pet sorcs - their pets absorb a lot of potential dmg that otherwise would be taken by sorc).
WabanakiWarrior wrote: »Tommy_The_Gun wrote: »JessPushToPlay wrote: »Also-- why is it I can't kill the direwolves for the Ult Pack Leader? We can kill other combat pets...
WW's Dire Wolves are untargetable. Long time ago you could kill them, but they had a re-spwn timer.
Their dmg was nerfed into something almost non-existent and were converted to non-targetable as they were being used as a "living shields" , so Wildlife Protection Commission had to intervene...
(It was similar issue as with pet sorcs - their pets absorb a lot of potential dmg that otherwise would be taken by sorc).
Yep, this. It was far worse when you could target the direwolves. Their damage is negligible, they were far more effective as meat shields. Especially when you had multiple pack leaders in a group, it became a small army of pets. Targeting on any range build became close to impossible.
Do you still think werewolfes are Op in Cyrodiil with no proc test?
I have seen about 6 werewolfes in last 3 weeks and 5of them died really fast. Now when conditional sets are removed werewolf with alessia crimson chudan will be no problem anymore. Draugr hulk and shacklebreaker are also good sets for werewolfes but dont make them so annoying.