Yeah it's funny how they want to add all these layers and conditions that may or may not work, yet always have to be calculated... but they're so worried about server load that they have to delete people's mail a few days earlier.
Erickson9610 wrote: »Yeah it's funny how they want to add all these layers and conditions that may or may not work, yet always have to be calculated... but they're so worried about server load that they have to delete people's mail a few days earlier.
Honestly, the "Terrified" debuff should just be reworked into a self buff instead. Rather than give enemies the agency to purge the bonus damage, just give Werewolves a boost to their own damage any time they cast Ferocious Roar — make it apply to grouped allies if the concern is that players who use Deafening Roar are missing out. Really, both morphs of Roar should get this bonus.
Erickson9610 wrote: »Erickson9610 wrote: »I think Deafening Roar should have some more utility for PvP scenarios, in addition to making Heavy Attacks taunt while slotted. I'd like to see Deafening Roar be given Detect, which is a valuable effect to have in PvP — that way it's still useful in PvP as well as in PvE.
That, and the Terrified debuff should actually apply a tracking effect to enemies, like the effect Blood Scion has that allows them to see enemies through walls, like what the patch notes heavily implied would happen.
Right. I just remembered as well, the terrified debuff would also be purifiable. So not only is our damage conditional, it's entirely dependent on our enemy.
Our 'howl' tooltips+buffs itself the way it does (for efficiency), because we lack a 'burst move' or even an ultimate (to burst like dawny, incap, leap, etc.). I cannot believe that we are giving up everything to require other wolves and then still falling short of the mark like this.
Terrified shouldn't be cleansable. It was bad enough when enemy players in PvP could just turn away from you to reduce the bonus damage of your Piercing Howl, but this makes it much easier for non-Werewolf enemies to mitigate that extra damage.
Werewolf has no cleanse. The human form has access to the Purge skill in the Support skill line, and can cleanse the Terrified effect. If you're dueling another Werewolf, you might be able to keep them Terrified, but otherwise that 10% extra damage from your Piercing Howl is viable to be completely removed by a competent player in PvP.
Erickson9610 wrote: »sneakymitchell wrote: »This point just allow werewolves to have weapon passives it will lower the discussions of werewolf power creep. One bar okansoul can hand weapon passives. Werewolf has very small amount of psssives used in combat.
Is anyone seriously discussing werewolf power creep right now? We have a werewolf power extraction issue, I'll agree with you on that one, if that's what you meant.
Beyond that, if we can't properly balance a 1-bar spec hardly anyone plays that is wildly underperforming, then werewolf is more than just the problem in terms of balancing.
It's mostly jokes above but could you please elaborate on what you meant? (jokes aside)
I find it hard to believe, but there are people who are appalled that Werewolf is receiving any "buffs" at all, even if overall Werewolf is getting nerfed this update. Some people genuinely believe Werewolf is unkillable and overperforming — but I've never seen a dedicated Werewolf player say that Werewolf is overpowered.
I hope Werewolf will be allowed to have weapon passives for build diversity, but it won't solve all of their problems.
Werewolf
Werewolf Transformation:
This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 3%, partially charged Heavy Attacks at 5%, and fully charged Heavy Attacks at 10%.
Developer Comment:
Spoiler
Lacking a second ability bar, those with the beast within them have a harder time interacting with status effects and have fallen a bit further behind in damage production than we'd like. We're throwing them a bone by letting these attacks have a small passive chance to apply them, while making their build paths slightly more diverse with status effect chance being a bit more enticing. This won't be a silver bullet to solve their damage deficits, but werewolves don't like silver.
Roar: This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey.
Deafening Roar (morph): This morph now grants Major Protection for slotting, rather than Major Prophecy and Savagery. While slotted, it also causes your Heavy Attacks to taunt enemies for 15 seconds.
Developer Comment:
Spoiler
Since our fix to Tormentor, some Werewolves have been barking up a storm at the loss of their way to pounce into the tank scene. We're adding some love back to the mix with a simple way to gain a taunt, while simultaneously differentiating the morphs here further for those who wish to lead the pack versus those who just want to go berserk.
Piercing Howl: This ability and its morphs no longer deal 10% bonus damage to enemies that are facing them, and instead deal 10% bonus damage to enemies that are Terrified.
Howl of Agony (morph):
This morph now adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25% to enemies that are facing you or are feared.
This morph now also ranks up with cost reduction, rather than ranking up the bonus damage effect.
Developer Comment:
Spoiler
We've heard the howling from Werewolf players that have been struggling to engage with these abilities' bonus effects, so we're changing things up to allow for more interaction between PvE and PvP playstyles, while simultaneously adding more reasons to use all of your Werewolf abilities, or work together with other Werewolves to set the pack up for success.
Erickson9610 wrote: »sneakymitchell wrote: »This point just allow werewolves to have weapon passives it will lower the discussions of werewolf power creep. One bar okansoul can hand weapon passives. Werewolf has very small amount of psssives used in combat.
Is anyone seriously discussing werewolf power creep right now? We have a werewolf power extraction issue, I'll agree with you on that one, if that's what you meant.
Beyond that, if we can't properly balance a 1-bar spec hardly anyone plays that is wildly underperforming, then werewolf is more than just the problem in terms of balancing.
It's mostly jokes above but could you please elaborate on what you meant? (jokes aside)
I find it hard to believe, but there are people who are appalled that Werewolf is receiving any "buffs" at all, even if overall Werewolf is getting nerfed this update. Some people genuinely believe Werewolf is unkillable and overperforming — but I've never seen a dedicated Werewolf player say that Werewolf is overpowered.
I hope Werewolf will be allowed to have weapon passives for build diversity, but it won't solve all of their problems.
Let's take a look at these blanket nerfs from Update 42.Werewolf
Werewolf Transformation:
This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 3%, partially charged Heavy Attacks at 5%, and fully charged Heavy Attacks at 10%.
Developer Comment:
Spoiler
Lacking a second ability bar, those with the beast within them have a harder time interacting with status effects and have fallen a bit further behind in damage production than we'd like. We're throwing them a bone by letting these attacks have a small passive chance to apply them, while making their build paths slightly more diverse with status effect chance being a bit more enticing. This won't be a silver bullet to solve their damage deficits, but werewolves don't like silver.
So now instead of doing direct physical damage, werewolf is now nerfed into doing easily cleansable bleed and status effect damage. Strike one.Roar: This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey.
Translation: Terrified doesn't do anything but add another effect to the stack of six effects that procs Mara's Balm's total cleanse, and is yet another heal generated from the same set. Strike two.Deafening Roar (morph): This morph now grants Major Protection for slotting, rather than Major Prophecy and Savagery. While slotted, it also causes your Heavy Attacks to taunt enemies for 15 seconds.
Developer Comment:
Spoiler
Since our fix to Tormentor, some Werewolves have been barking up a storm at the loss of their way to pounce into the tank scene. We're adding some love back to the mix with a simple way to gain a taunt, while simultaneously differentiating the morphs here further for those who wish to lead the pack versus those who just want to go berserk.
Werewolf loses access to Major Breach and Minor Maim. Strike three.Piercing Howl: This ability and its morphs no longer deal 10% bonus damage to enemies that are facing them, and instead deal 10% bonus damage to enemies that are Terrified.
Howl of Agony (morph):
This morph now adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25% to enemies that are facing you or are feared.
This morph now also ranks up with cost reduction, rather than ranking up the bonus damage effect.
So instead of doing an instant 25% bonus damage to enemies who are Feared or facing you, this skill requires your target to be off a 15 second Off Balance cooldown, AND have an uncleansed Terrified effect on them to do ANY bonus damage. Strike four.Developer Comment:
Spoiler
We've heard the howling from Werewolf players that have been struggling to engage with these abilities' bonus effects, so we're changing things up to allow for more interaction between PvE and PvP playstyles, while simultaneously adding more reasons to use all of your Werewolf abilities, or work together with other Werewolves to set the pack up for success.
Translation: We know you've been struggling to apply bonus effects, so we're going to make the bonus effects even more convoluted to apply, even more conditional, and much easier for enemies to discard/avoid.
In summary: this is probably the worst set of werewolf nerfs since Wolfhunter was revoked.
IncultaWolf wrote: »Erickson9610 wrote: »sneakymitchell wrote: »This point just allow werewolves to have weapon passives it will lower the discussions of werewolf power creep. One bar okansoul can hand weapon passives. Werewolf has very small amount of psssives used in combat.
Is anyone seriously discussing werewolf power creep right now? We have a werewolf power extraction issue, I'll agree with you on that one, if that's what you meant.
Beyond that, if we can't properly balance a 1-bar spec hardly anyone plays that is wildly underperforming, then werewolf is more than just the problem in terms of balancing.
It's mostly jokes above but could you please elaborate on what you meant? (jokes aside)
I find it hard to believe, but there are people who are appalled that Werewolf is receiving any "buffs" at all, even if overall Werewolf is getting nerfed this update. Some people genuinely believe Werewolf is unkillable and overperforming — but I've never seen a dedicated Werewolf player say that Werewolf is overpowered.
I hope Werewolf will be allowed to have weapon passives for build diversity, but it won't solve all of their problems.
Let's take a look at these blanket nerfs from Update 42.Werewolf
Werewolf Transformation:
This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 3%, partially charged Heavy Attacks at 5%, and fully charged Heavy Attacks at 10%.
Developer Comment:
Spoiler
Lacking a second ability bar, those with the beast within them have a harder time interacting with status effects and have fallen a bit further behind in damage production than we'd like. We're throwing them a bone by letting these attacks have a small passive chance to apply them, while making their build paths slightly more diverse with status effect chance being a bit more enticing. This won't be a silver bullet to solve their damage deficits, but werewolves don't like silver.
So now instead of doing direct physical damage, werewolf is now nerfed into doing easily cleansable bleed and status effect damage. Strike one.Roar: This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey.
Translation: Terrified doesn't do anything but add another effect to the stack of six effects that procs Mara's Balm's total cleanse, and is yet another heal generated from the same set. Strike two.Deafening Roar (morph): This morph now grants Major Protection for slotting, rather than Major Prophecy and Savagery. While slotted, it also causes your Heavy Attacks to taunt enemies for 15 seconds.
Developer Comment:
Spoiler
Since our fix to Tormentor, some Werewolves have been barking up a storm at the loss of their way to pounce into the tank scene. We're adding some love back to the mix with a simple way to gain a taunt, while simultaneously differentiating the morphs here further for those who wish to lead the pack versus those who just want to go berserk.
Werewolf loses access to Major Breach and Minor Maim. Strike three.Piercing Howl: This ability and its morphs no longer deal 10% bonus damage to enemies that are facing them, and instead deal 10% bonus damage to enemies that are Terrified.
Howl of Agony (morph):
This morph now adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25% to enemies that are facing you or are feared.
This morph now also ranks up with cost reduction, rather than ranking up the bonus damage effect.
So instead of doing an instant 25% bonus damage to enemies who are Feared or facing you, this skill requires your target to be off a 15 second Off Balance cooldown, AND have an uncleansed Terrified effect on them to do ANY bonus damage. Strike four.Developer Comment:
Spoiler
We've heard the howling from Werewolf players that have been struggling to engage with these abilities' bonus effects, so we're changing things up to allow for more interaction between PvE and PvP playstyles, while simultaneously adding more reasons to use all of your Werewolf abilities, or work together with other Werewolves to set the pack up for success.
Translation: We know you've been struggling to apply bonus effects, so we're going to make the bonus effects even more convoluted to apply, even more conditional, and much easier for enemies to discard/avoid.
In summary: this is probably the worst set of werewolf nerfs since Wolfhunter was revoked.
Werewolf is getting the necromancer treatment, amazing.
Dragonredux wrote: »IncultaWolf wrote: »Erickson9610 wrote: »sneakymitchell wrote: »This point just allow werewolves to have weapon passives it will lower the discussions of werewolf power creep. One bar okansoul can hand weapon passives. Werewolf has very small amount of psssives used in combat.
Is anyone seriously discussing werewolf power creep right now? We have a werewolf power extraction issue, I'll agree with you on that one, if that's what you meant.
Beyond that, if we can't properly balance a 1-bar spec hardly anyone plays that is wildly underperforming, then werewolf is more than just the problem in terms of balancing.
It's mostly jokes above but could you please elaborate on what you meant? (jokes aside)
I find it hard to believe, but there are people who are appalled that Werewolf is receiving any "buffs" at all, even if overall Werewolf is getting nerfed this update. Some people genuinely believe Werewolf is unkillable and overperforming — but I've never seen a dedicated Werewolf player say that Werewolf is overpowered.
I hope Werewolf will be allowed to have weapon passives for build diversity, but it won't solve all of their problems.
Let's take a look at these blanket nerfs from Update 42.Werewolf
Werewolf Transformation:
This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 3%, partially charged Heavy Attacks at 5%, and fully charged Heavy Attacks at 10%.
Developer Comment:
Spoiler
Lacking a second ability bar, those with the beast within them have a harder time interacting with status effects and have fallen a bit further behind in damage production than we'd like. We're throwing them a bone by letting these attacks have a small passive chance to apply them, while making their build paths slightly more diverse with status effect chance being a bit more enticing. This won't be a silver bullet to solve their damage deficits, but werewolves don't like silver.
So now instead of doing direct physical damage, werewolf is now nerfed into doing easily cleansable bleed and status effect damage. Strike one.Roar: This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey.
Translation: Terrified doesn't do anything but add another effect to the stack of six effects that procs Mara's Balm's total cleanse, and is yet another heal generated from the same set. Strike two.Deafening Roar (morph): This morph now grants Major Protection for slotting, rather than Major Prophecy and Savagery. While slotted, it also causes your Heavy Attacks to taunt enemies for 15 seconds.
Developer Comment:
Spoiler
Since our fix to Tormentor, some Werewolves have been barking up a storm at the loss of their way to pounce into the tank scene. We're adding some love back to the mix with a simple way to gain a taunt, while simultaneously differentiating the morphs here further for those who wish to lead the pack versus those who just want to go berserk.
Werewolf loses access to Major Breach and Minor Maim. Strike three.Piercing Howl: This ability and its morphs no longer deal 10% bonus damage to enemies that are facing them, and instead deal 10% bonus damage to enemies that are Terrified.
Howl of Agony (morph):
This morph now adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25% to enemies that are facing you or are feared.
This morph now also ranks up with cost reduction, rather than ranking up the bonus damage effect.
So instead of doing an instant 25% bonus damage to enemies who are Feared or facing you, this skill requires your target to be off a 15 second Off Balance cooldown, AND have an uncleansed Terrified effect on them to do ANY bonus damage. Strike four.Developer Comment:
Spoiler
We've heard the howling from Werewolf players that have been struggling to engage with these abilities' bonus effects, so we're changing things up to allow for more interaction between PvE and PvP playstyles, while simultaneously adding more reasons to use all of your Werewolf abilities, or work together with other Werewolves to set the pack up for success.
Translation: We know you've been struggling to apply bonus effects, so we're going to make the bonus effects even more convoluted to apply, even more conditional, and much easier for enemies to discard/avoid.
In summary: this is probably the worst set of werewolf nerfs since Wolfhunter was revoked.
Werewolf is getting the necromancer treatment, amazing.
Getting? It was already there.
I cannot understand why it's so hard to design a subclass that have 5 skills max to be somewhat competent in pve and pvp without jumping through hoops.
Mate I stopped playing years ago because of how badly this game’s combat is balanced. I come to the forums from time to time and I’m always in disbelief that they’re STILL this bad at balancing their game. It’s quite funny at this stage
Erickson9610 wrote: »We saw major threads about the Scribing Script time investment or the Scribing Oblivion Damage being problems, but those were both addressed. Other resolved problems include the Templar Class Mastery Script, the Scribing DoT component being too weak, and so on.
Players have been giving feedback on the Werewolf changes since week 1 on how badly the changes ruin the playstyle in all aspects of the game, but there haven't been any adjustments to Werewolf aside from a bug fix for the controversial change to Deafening Roar. It seems like if anything, ZOS is doubling down on these unpopular changes.
Is Werewolf feedback being heard? Clearly feedback about Scribing is being considered, but nothing is being done regarding the feedback in the numerous major threads about Werewolf.
sneakymitchell wrote: »Should just boost the damage on all the skills by 10% then add something in than minor adjustments.
I think we may be doomed... I just took a look at the latest patch notes; it's not looking great.