Tommy_The_Gun wrote: »
Great update ZOS. I do understand that the wording on PTS & all the "dog jokes" were there for fun, but um... how to put it...
I just have the feeling that many Werewolf players now feel like you were making fun of them, ZOS.
Erickson9610 wrote: »A few suggestions to alleviate these specific problems:
- For optimal DPS, a Werewolf damage dealer would pick the Werewolf Berserker morph for the damage over time on light attack. Since Pack Leader is already tanky and designed as a support (+10% unique mitigation, passive Minor Courage to grouped allies, +3 to the Call of the Pack passive for grouped Werewolves) then the taunt on heavy attack should be tied to the Pack Leader morph, rather than to Deafening Roar. This would eliminate the possibility of a Werewolf damage dealer being able to taunt, but they should still be able to pick the tankier morph of Roar if they need it.
- The damage boost of Terrified does not outweigh the DPS gain of omitting it from the rotation. I'd suggest buffing the bonus damage of Terrified if it's absolutely necessary to have Werewolf damage dealers fearing enemies every 10 seconds.
- The duration of Terrified is short. It would increase overall DPS if Terrified had a duration of 20 seconds, so more time can be spent casting Howl of Agony.
- Terrified is not sourced from anywhere outside of the Werewolf skill line, so a Werewolf who wants the bonus damage would either need to cast Roar themselves or have allied Werewolves cast Roar. Given how few players will play Werewolf, an alternative way to boost the DPS is to introduce more ways of inflicting Terrified, outside of the Werewolf skill line. Alternatively, make Terrified useful for non-Werewolf allies, so that groups will want a Werewolf in their group composition.
- Because Terrified is a negative effect, it can be purged. Instead of this, rework Terrified to be a group buff, rather than an enemy debuff, as this will serve a similar purpose. Alternatively, add a tracking effect to Terrified so that it has some utility outside of being a purgeable damage buff.
- If Werewolves need to use all of their skills, then give them a Grimoire they can swap troublesome skills like Roar out for. Such Werewolf Grimoire could undoubtedly be made to be more useful for a Werewolf damage dealer than Roar currently is.
@ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Awesome! Another member of our "weak class that gets nerfed for no reason because the dev team doesn't play said class and has no idea what they're doing" club (it's a working title). You can take a seat right over there right between Necro and Templar. No not that one, that belongs to pve Nightblades.
Just like templar jabs and necro stalking blastbones these mind boggling changes will make it to live no matter how much feedback you give them. It's set in stone as soon as week 1 rolls around.
IncultaWolf wrote: »Awesome! Another member of our "weak class that gets nerfed for no reason because the dev team doesn't play said class and has no idea what they're doing" club (it's a working title). You can take a seat right over there right between Necro and Templar. No not that one, that belongs to pve Nightblades.
Just like templar jabs and necro stalking blastbones these mind boggling changes will make it to live no matter how much feedback you give them. It's set in stone as soon as week 1 rolls around.
It's really sad too, I don't know if it's malicious or just complete incompetence at this point. You have very dedicated werewolf players like Erickson going on pts and testing these changes, while providing solid data and evidence that proves these changes do the opposite of the intended goals stated in the patch notes.
Skullstachio wrote: »There is a semi easy solution to this problem and other class related problems: Vote With Your Wallet.
Why?: who has been paying attention to the helldivers 2 drama and how players won a massive battle against sony. (With the proverbial alliance war yet to conclude in the long run.
Case and point: the only way to get through to ZoS/Bethesda (I honestly think that ZoS barely get to hear out all proper player feedback relayed through their intermediaries without some goldmaking scheme being involved.), is to show them how passionate you are, as gamers, about the elder scrolls online.
Review accordingly, stop paying for a game that has been shafted time and time again by bad design choices, unnecessary shortcuts which have left a fairly massive chunk of the base game worse off for wear looking at you PvP/Cyrodiil), and a diluted vision from an ever changing combat team that just barely has any clue on what they are doing, prove it to them just how passionate you are about ESO.
And Kindly tell bethesda to shaft Deshaan, Eastmarch, Icereach. Nobody wants that kind of Tamrielic Politicking & pandering. (People saw how that went down with it infecting gaming, it never ends well.
Awesome! Another member of our "weak class that gets nerfed for no reason because the dev team doesn't play said class and has no idea what they're doing" club (it's a working title). You can take a seat right over there right between Necro and Templar. No not that one, that belongs to pve Nightblades.
Just like templar jabs and necro stalking blastbones these mind boggling changes will make it to live no matter how much feedback you give them. It's set in stone as soon as week 1 rolls around.
sneakymitchell wrote: »I still see fearious roar as just quick heavy attack if low on stamina. Just 1 2 and back to rotation. Since a stun is used in minor scenarios in mechanics and such
sneakymitchell wrote: »I still see fearious roar as just quick heavy attack if low on stamina. Just 1 2 and back to rotation. Since a stun is used in minor scenarios in mechanics and such
autocookies wrote: »sneakymitchell wrote: »I still see fearious roar as just quick heavy attack if low on stamina. Just 1 2 and back to rotation. Since a stun is used in minor scenarios in mechanics and such
I do this as well, and fill as much stam as possible while they are set off balance... at least until there is no choice but to refresh Brutal Pounce... and the 10 second Carnage timer...
Personally I never use Ferocious Roar both skills set the enemies off balance, and even if I wanted to have the faster heavy attacks.. I don't have the luxury of going without Major Breach. (nor is it worth it by the time you get the speed bonus its already nearly gone since the first heavy takes a lifetime to land also multiple enemies cause the heavy to always be slow anyways)
On that topic every build I have has some way of applying Major Breach since the groups I run with don't often apply it, and its usually my duty to ensure we have it covered. I press roar on cooldown on live and will continue to next patch as roar has always been a number 1 priority skill for the breach alone. I will be forced to use that morph next patch as losing breach is a bigger loss then losing the crit chance I feel. Also I want the major protection, being harder to kill is more dps then being a dead werewolf waiting on a revive.
Also going to add that I will continue to be forced to wear a set like briarheart due to the healing affect and the fact that its only an okay dps set at the same time... werewolf self healing for me is not in a good place. and since the damage is horrible as well there is no choice when it comes to sets you are forced to wear the best dps sets you can get...
In comparison I run an oakensoul build on my toons in the infinite archive. my dps is high enough to skip all the mechs and not die up to the end of the second arena (when not in werewolf form) I also have survivability and can survive the mechs (again out of wolf form).... Now in werewolf form I can't kill the enemy before the mechs kick in... and in addition to that I also don't have the survivability to survive the mechs? I build towards magic regen because having a heal is more important then having the stam. If heavy attacks gave both resources that would help me a ton otherwise as its usually magic not stam that I need most.
Why is my survivability greater out of wolf form? Revealing Flare for major protection, Resolving Vigor, a massive dot heal + minor resolve + the heal scales off damage rather then max health... also stam refilling off heavy attacks to be able to use my stam heal. Werewolf doesn't have this option they have 1 expensive magic burst heal and one skill that requires an enemy to heal for a tiny value.. and the heavy attacks always give stam.
Why is damage less? normal oakensoul builds you have 6 skill choices (5 skills you can choose + weapon passives + class passives + an ultimate you can use as desired). Werewolf has 5 skills.. 3 of which do damage you have a total of 3 dots if your a berserker werewolf. 2 of your skills do no damage, you no ultimate, and you have no weapon passives also your class passives rarely are helpful.
Our werewolf passives do not help us for damage ether most of them are just to increase the duration of our werewolf form. Only the Increases your Weapon and Spell Damage by 18% which likely is to counter the loss of the infused backbar berserker enchantment...
autocookies wrote: »sneakymitchell wrote: »
Our werewolf passives do not help us for damage ether most of them are just to increase the duration of our werewolf form. Only the Increases your Weapon and Spell Damage by 18% which likely is to counter the loss of the infused backbar berserker enchantment...
Don’t forget of 30% stamina. Yea I can see your point still. With Scribing people can have multiple debuffs and DoTs going. The werewolf suppose to be a hard hitting beast. But most times you just be doing a same rotation and the spamable is close to the other spamable skills in the game. Having some unquie feature like whip from dk more weapon and spell damage. Or sorcs crushing weapon reduces the armor more on target even if not best spamable little worse than howl but the armor debuff is still huge in supporting the groups dps.
Werewolf doesn’t have much support going and if they do it’s already in the other players kit. Or set.