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Werewolf passive Changes!?

coop500
coop500
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I am hella excited for this, it's always been a DREAM of mine to play werewolf viably as a mage/magicka focused character.
But while the passives got adjusted, what about the skill damage themselves? Are they still scaled off weapon/physical damage?
Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • Maxdevil
    Maxdevil
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    It should still scale off of stam and physical damage so I don’t understand why the passive changed, the heal scale off max hp so it doesn’t affect it neither: useless change.
    "Maxdevil knows much, and tells some. Maxdevil knows many things others do not."
    Pc-Na
  • coop500
    coop500
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    Maxdevil wrote: »
    It should still scale off of stam and physical damage so I don’t understand why the passive changed, the heal scale off max hp so it doesn’t affect it neither: useless change.

    Maybe they'll change it to scale off the highest of your weapon or spell damage? It would at least make sense, but then people might whine about werewolves having too much magicka to heal with so... feck okay maybe I don't want that.

    DO NOT TOUCH WEREWOLF ANYMORE PLS

    I want it to still be viable for PVE, it's my favorite playstyle in PVE
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • Tommy_The_Gun
    Tommy_The_Gun
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    I think it has more to do with performance. It looks to me like all this changes to unified stat bonuses are being made in hope that it will cause less calculations and less stress serve-side.

    WW change are pretty pointless anyway. They are not meta in PvP (very rarely seen, not many people use them) and they are not that good in vet PvE either. WW is more like a solo PvE thing tbh.

    Next patch I don't see them becoming good all of the sudden. In PvP although we will have Battle spirit changes, I do think that Fighters Guild changes will make WW even more rare sight in PvP. WWs take 25% more poison dmg and on top of that 20% from fighters guild next patch. So without a buff (yes buff lol) they will be very rare sight indeed.
    Edited by Tommy_The_Gun on July 12, 2021 7:14PM
  • Sephyr
    Sephyr
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    Yeah, I gotta agree with that. I think it's also a performance change when looking at a lot of the other things in context.
  • coop500
    coop500
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    I think it has more to do with performance. It looks to me like all this changes to unified stat bonuses are being made in hope that it will cause less calculations and less stress serve-side.

    WW change are pretty pointless anyway. They are not meta in PvP (very rarely seen, not many people use them) and they are not that good in vet PvE either. WW is more like a solo PvE thing tbh.

    Next patch I don't see them becoming good all of the sudden. If PvP although we will have Battle spirit changes, I do think that Fighters Guild changes will make WW even more rare sight in PvP. WWs take 25% more poison dmg and on top of that 20% from fighters guild next patch. So without a buff (yes buff lol) they will be very rare sight indeed.

    It's nice to see you say that, cause in the forums I've seen a lot of anti werewolf posts, people demanding they be nerfed cause of PVP and as a PVE werewolf that's always depressing.
    As much as I want magicka werewolf to be viable, I want my stamina werewolves to not get nerfed cause of PVPness. So I'm pretty nervous ATM and will likely be keeping all my character builds on pause til we see what unfolds.
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
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