Lughlongarm wrote: »
They aren’t what they used to be they are just tanks with a bit more damage and utility than the average perm block build. Its usually just the 1 bar potato zergling build that turns someone who is borderline useless in to an annoyance.
i got a few toons who either have lots of roots or deal a good bit of poison damage, and or use some fighter's guild skills...i don't mind so much when people transform...
you just have to block, roll dodge and poison them to death...granted, there are really good players whom play as werewolf - chances are good though they'd probably kill most of us if they were fighting naked though...
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
I can agree that the heal becoming a HoT would take them down quite a bit. I'm not really speaking of recent changes either by the way I'm looking at where they were about 2 years ago basically just being OP light attack builds that couldn't really heal themselves but put out enough pressure that it was hard to pressure them back and now being able to kill a capped resist player in 2 or 3 hits while healing from 25% to full with a single button press and still having 50k resist.
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
I can agree that the heal becoming a HoT would take them down quite a bit. I'm not really speaking of recent changes either by the way I'm looking at where they were about 2 years ago basically just being OP light attack builds that couldn't really heal themselves but put out enough pressure that it was hard to pressure them back and now being able to kill a capped resist player in 2 or 3 hits while healing from 25% to full with a single button press and still having 50k resist.
I think I mentioned it in my previous comment but they ain't running around with 50k resistances... they have the same resistance capabilities as human players now. And if they do build to 50k resistances they aren't 2 shoting a cap resistant player in 2-3 hits unless the player is running around with 10k health.
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
I can agree that the heal becoming a HoT would take them down quite a bit. I'm not really speaking of recent changes either by the way I'm looking at where they were about 2 years ago basically just being OP light attack builds that couldn't really heal themselves but put out enough pressure that it was hard to pressure them back and now being able to kill a capped resist player in 2 or 3 hits while healing from 25% to full with a single button press and still having 50k resist.
I think I mentioned it in my previous comment but they ain't running around with 50k resistances... they have the same resistance capabilities as human players now. And if they do build to 50k resistances they aren't 2 shoting a cap resistant player in 2-3 hits unless the player is running around with 10k health.
Ok but I can pull up the video in my history... and yep there it is... 50k resist and 13.3k + 25% spammable, which would be 16,625 aka 8k+ in pvp unbuffed, which doesn't include the dots.
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
I can agree that the heal becoming a HoT would take them down quite a bit. I'm not really speaking of recent changes either by the way I'm looking at where they were about 2 years ago basically just being OP light attack builds that couldn't really heal themselves but put out enough pressure that it was hard to pressure them back and now being able to kill a capped resist player in 2 or 3 hits while healing from 25% to full with a single button press and still having 50k resist.
I think I mentioned it in my previous comment but they ain't running around with 50k resistances... they have the same resistance capabilities as human players now. And if they do build to 50k resistances they aren't 2 shoting a cap resistant player in 2-3 hits unless the player is running around with 10k health.
Ok but I can pull up the video in my history... and yep there it is... 50k resist and 13.3k + 25% spammable, which would be 16,625 aka 8k+ in pvp unbuffed, which doesn't include the dots.
Link your video, I assume it is from an old patch before their resistance nerfs.
Also you are talking about tooltips, so even in pvp looking at a 16625k tooltip you still need to factor in your enemy's resistances, that would take that hit down from 8k to 4k at cap... that is before any other cp reductions or mitigation buffs.
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
I can agree that the heal becoming a HoT would take them down quite a bit. I'm not really speaking of recent changes either by the way I'm looking at where they were about 2 years ago basically just being OP light attack builds that couldn't really heal themselves but put out enough pressure that it was hard to pressure them back and now being able to kill a capped resist player in 2 or 3 hits while healing from 25% to full with a single button press and still having 50k resist.
I think I mentioned it in my previous comment but they ain't running around with 50k resistances... they have the same resistance capabilities as human players now. And if they do build to 50k resistances they aren't 2 shoting a cap resistant player in 2-3 hits unless the player is running around with 10k health.
Ok but I can pull up the video in my history... and yep there it is... 50k resist and 13.3k + 25% spammable, which would be 16,625 aka 8k+ in pvp unbuffed, which doesn't include the dots.
Link your video, I assume it is from an old patch before their resistance nerfs.
Also you are talking about tooltips, so even in pvp looking at a 16625k tooltip you still need to factor in your enemy's resistances, that would take that hit down from 8k to 4k at cap... that is before any other cp reductions or mitigation buffs.
It's from 17 days ago
https://www.youtube.com/watch?v=bryUxK0uQek&t=425s
and yes that's before buffs and before they lower your resists
I feel like people are missing the point as well, this is a build that has 5 skills, they don't need to keep casting things like elude or rally or resist buffs etc, they just smack the crap out of you and don't ever have to stop unless you get them low and they just press 1 button to heal and good to go.
Edit: They also take 10% less damage just for being in ww form.
"Procced Pariah, lady mundus, sword&board resistance cp, Gaze of sithis. Non of those things are werewolf specific. Any player could put those on and achieve those resistances. "
About 2 years ago, werewolf was already considered to be broken in that all you had to do was light attack people and you would end up killing the majority of players 1 on 1. For whatever reason, it was buffed, and not just a little. I have 32k resist in pvp, and I get hit for 7k+ by the spammable, along with 8 billion stacks of dots. I watched a couple vids of people's WW builds to see what's going on with it, these guys were all resist sets with no damage boosting sets, have 50k resists, like 3k recovery, and still have 14k+25% spammables and 20k burst heals. This is ridiculous. I would understand this if WW wore off as quickly as the necro transformation, as it's an ult and ults are supposed to do damage. However, this is basically just another build, people stay WW literally forever.
Werewolfes doesnt have more resistance than normal players anymore. They only get major resolve now like every other player in the game. After this buff they are so overpowered that after 3 years i stopped using it. Would probably even prefer werewolf from before greymoor.
Werewolf transformation shouldnt be limited to 20 because it doesnt make you stronger than in human form. I cant remember having ever seen a necromancer dying in goliath form. It is also only packleader morph that can stay in werewolf form forever without much effort while as a werewolf berserker it is a constant struggle to keep werewolf up. you cant get from one ressoursse to the other . If werewolf uptime is too high maybe you should just revert the change in update 26 that direwolfes make werewolf time run out 2*20% slower.
Werewolf damage also wasnt increased since nerf in update 23 and 24, but damage at all has increased drastically. 7 k damage spamables are also possible without werewolf atm and only because werewolfes in video have high resistances it doesnt mean the werewolf who killed you had high ressoursses. maybe he wore damage sets.
I think the main reason why werewolf was strong was the alessian crimson chudan setup that was nerfed now.
People are complaining that there are too many werewolfes but even before nerf i have rarely seen one on blackreach pc eu. If you would count them as an own spec, they would probably be the least used one. I dont know where you have 25 to 50% werewolfs, but for me it looks more like 0-2% werewolfs.
Probably they were more popular in IC because solo players farming Tel Var by killing NPCs
dont like beeing group ganked.
As a werewolf you also use weapon passives for both bars(2h front bar, shield backbar, backbar weapon trait and glyph. You cant backbar sets and use ultis because you already are a ulti.
Also Lycantrophe seems to be an experienced player and not only carried by werewolf. he probably plays werewolf because he likes it. How good a bad player with werewolf is you can also see in the video where lycantrophe kills an enemy werewolf easily. He also kills the enemy players not very fast.
There is a reason that you don't see scores of werewolves in pvp anymore, there was a time when they were very strong, but that time is long gone.
ZOS rarely adjusts things unless they see that thing being used by the masses. If you still think that they are over powered there is nothing stopping you from getting a bite, and spreading it to the masses.
Can a group of 4 werewolves beat a group of 4 unorganized players, probably. There is a reason that "serious" pvpers don't use werewolf, it lacks versatility, cross healing, snare removal, synergies/ult burst. An army of Werewolves is an army of individuals, and ESO is a game where cooperation and diversity will win wars.