ElderSmitter wrote: »Did the person in charge of the Templar get fired? No mention no updates no buffs. Nada zippo... Not even a Sorry Templar you are in a good spot until the re work.... We got Zippo!!!
Please, if you are to keep this sustain model, return werewolf 30% stam and remove the 30% density you provided on the rework patch. This stam was meant to give us the scaling and sustain, it was removed as sustain became very high, now that is no longer the case as many skills have tripled in costs- please return our old 'stam' stat buff and remove the scaling density
PLEASE return the 10 seconds for claws. This skill RARELY wants to land in any PvP environment and I will be at a point where I borderline no longer want to cast BloodClaws any more for the unreliability and stam costs alone.
PLEASE return the 4 seconds back to the berserker bleed in PvP. It was HEAVILY nerfed from prior live to the 'rework patch' live and remains the most awkward (in terms of tooltip), unforgiving dot in the entire game.
Just throw us a bone, you RIPPED us a part including our only on-demand heal even further yet leave everyone else nearly as powerful as they were when you started the patch (cough DK... cough).
@ZOS_Kevin @ZOS_JessicaFolsom (obligatory tags).
Instead of even ‘thinking’ about this or simply choosing to 'break' multiple promises/standings on 'werewolf functionality' anyway in favor of 'no more adjustments'; and in the spirit of providing more insightful information that can better help the team 'correct' this perceived issue in a healthy way...
I recommend the following:
Undo the sustain changes largely or completely and instead process the complete removal of masteries for PvP (for at least the time being).
Why? Many of werewolves' prior tools that they were proven to be largely unsuccessful with (more damage, major/minor defile, 20 second dots, higher damage tooltips) were taken away to provide a high sustain playstyle.
This change worked in many areas conceptually as it provided a 'niche' that prevented overbearing damage (such as massive bursts, etc. like 'higher skilled playstyles' offer) in favor of whittling many opponents down over time especially due to resource upkeep, etc. This led to situations where I am fully unable to kill opponents keeping resources and healing up (especially sorcs and DKs) or doing nothing more than relatively-lightly 'poking' players that are in a group with 1 or more healers (as opposed to having the ability to 'save an ultimate' that translates to upwards of 50k in a couple of GCDs while in PvP and have any effect).
With the innate sustain removed, werewolf will continue to struggle even further against 'competent' opponents having what many would truly consider 'mediocre' in-kit damage tied in with a plethora of gimmicky uptimes that serve to rapidly drain resources or require steep trade-offs for seemingly marginal benefit to the user.
This leads to the overarching point of 'why adjust werewolf class masteries for PvP'?
These masteries allow further damage in PvP that helps place the middling damage in-kit over the top (potentially along with procs) and more importantly, the passive 'Conservation of Energy' is the pinnacle of 'infinite sustain' wolf on current live AND PTS. On live, I bite for 800 stam and as a result of having a mere ~20k stam and ~20k mag I receive 800 mag and 800 stamina every 2 seconds 'for free'; this coupled with your standard 'regen' ticks with little to no investment providing 600-1000 additional stam/mag recovery and I am essentially gaining resources while attacking. Even on PTS, with 'Conservation of Energy' in an extended 1 v 1 situation, 'skill spam' via bite for 1600 stam is rewarded with roughly 1400-1800 stam per 2 seconds alongside another 800 per 2 seconds for magicka... more than enough to not bat an eye at sustain and nullify the resource penalty nearly entirely.
In other words, we received 2 defining nerfs (stamina cost and magicka cost increases) which subsequently are seemingly nullified by the one and only mastery passive, Conservation of Energy, that gives these resources and more in spades.
Another important point to make-
Werewolf is essentially 'pigeonholed' into building health, even via an 'off meta' playstyle. I believe this could be considered 'fine' as it is a way for werewolf to 'be survivable' given that many of their options to receive even the most basic of defensive buffs (major, minor protection as an example) are locked behind certain morphs and they 'lack' the basics in PvP such as minor resolve or a 'sword and board backbar' option. HOWEVER, I believe there are important distinctions that should be made when receiving healing-
'Bite' spam as it is now is what allows a CP200 werewolf to spec 40k into health, go into BGs, and kill average players with the bite spam alone. This can certainly be attributed to its innate healing potential moreso than anything else. My recommendation to curb lower APM success and to allow werewolves to be 'more killable' when in your space is to remove about 20-25% of the healing from bite, DON'T remove any healing from the Hircine's bounty burst heal, and actually increase the Hircine's Bounty and Hircine's Fortitude from current live values by about 15-20%. Why?
This vastly removes much of the 'free' healing that is associated with still-low bite cost that rewards a 'spam'/low-APM/'low skill' playstyle while enabling the user themselves more responsiveness to the very common, high instances of burst (again, upwards of 50k damage in a couple of GCDs) and overall transfers a portion of the removed healing from bite BACK into a 'healthy cost' skill (4k+ mag) whose sustain is only remediated via either Rampage or recovery investment.
Lastly, I can attest to the unviability of 'Hircine's Rage' in nearly all, realistic PvP scenarios. This heal, with a tooltip of about 20% less than a breath of life, simply does too little to justify reducing nearly all of my healing and survivability across the board. If you want the potential to enable viable alternative playstyles such as ones that focus on wep and spell damage along with higher sustain, this morph (which seemingly has such a low tooltip simply as it wasn't adjusted to compensate for various wep/spell damage nerfs over several patches) needs to at least tooltip for a standard healing spammable.


You guys gutted Magicka Werewolf, please please please reconsider.
When the werewolf rework first came out, we were told that the skills were made stupidly cheap so that Magicka characters can comfortably play werewolf. This was largely a flawed approach, I said it was, and now we're seeing the repercussions of why that was a flawed approach.
it would be very easy to fix this without harming the actual balance of the game. Give werewolf the Arcanist treatment.
Make the skills that currently cost stamina have the 'uses the resource that has the highest maximum'. So if you have more magicka than stamina, bam now the skills cost magicka.
For Hircine's Bounty/Fortitude, give it the reverse treatment. If your magicka is higher than your stamina, now it costs Stamina.
This won't hurt balance, this will just make Magicka Werewolves viable again, AS WE WERE PROMISED with the rework!
Yes hybridization exists, but this is an RPG. My main werewolf character is a frost mage breton. I can't have a stamina based frost mage. I can't have a stamina based staff user either, because all those skills COST MAGICKA.
And please for the love of everything, STOP NERFING STUFF IN PVE FOR THE SAKE OF PVP
You said that you were happy with where werewolf was at in PvE? This is going to hurt them, full stop. For a problem that did not exist in PvE.
And worse still, these changes don't actually fix the major issue in PvP either. All this change does is now force all werewolves to run the toxic setups of 40K HP and abusing that Sorcerer Mastery for infinite sustain.
These changes just hurt the little guys, the casual players, the people not abusing the meta to the max degree.
ssewallb14_ESO wrote: »Just why with Strife? The skill has been dead for like 8 years.
ArctosCethlenn wrote: »ssewallb14_ESO wrote: »Just why with Strife? The skill has been dead for like 8 years.
to help make it less dead? its damage is the same as swallow soul now, healing ratio is the same so its just a choice between group healing or selfish with massive cost reduction, which feels like a more meaningful choice.
madmufffin wrote: »You guys gutted Magicka Werewolf, please please please reconsider.
When the werewolf rework first came out, we were told that the skills were made stupidly cheap so that Magicka characters can comfortably play werewolf. This was largely a flawed approach, I said it was, and now we're seeing the repercussions of why that was a flawed approach.
it would be very easy to fix this without harming the actual balance of the game. Give werewolf the Arcanist treatment.
Make the skills that currently cost stamina have the 'uses the resource that has the highest maximum'. So if you have more magicka than stamina, bam now the skills cost magicka.
For Hircine's Bounty/Fortitude, give it the reverse treatment. If your magicka is higher than your stamina, now it costs Stamina.
This won't hurt balance, this will just make Magicka Werewolves viable again, AS WE WERE PROMISED with the rework!
Yes hybridization exists, but this is an RPG. My main werewolf character is a frost mage breton. I can't have a stamina based frost mage. I can't have a stamina based staff user either, because all those skills COST MAGICKA.
And please for the love of everything, STOP NERFING STUFF IN PVE FOR THE SAKE OF PVP
You said that you were happy with where werewolf was at in PvE? This is going to hurt them, full stop. For a problem that did not exist in PvE.
And worse still, these changes don't actually fix the major issue in PvP either. All this change does is now force all werewolves to run the toxic setups of 40K HP and abusing that Sorcerer Mastery for infinite sustain.
These changes just hurt the little guys, the casual players, the people not abusing the meta to the max degree.
Werewolf skills being stam thematically makes more sense much like vampire skills being mag. Arcanist just should've never opened the can or worms for resource based costs.
Been running a soulcleaver/swallow soul setup in pvp since the set came out, patch note is a decent buff to SS healing (14.28% to the base), but with funnel now at the same damage+healing ratio and multitarget for the healing there's definitely room to swap to that when playing with others, even at the higher cost. It doesn't really do anything for the traditional stabby nightblade which zos seems to have forgotten about, but siphoner magblade its definitely a nice improvement.ssewallb14_ESO wrote: »ArctosCethlenn wrote: »ssewallb14_ESO wrote: »Just why with Strife? The skill has been dead for like 8 years.
to help make it less dead? its damage is the same as swallow soul now, healing ratio is the same so its just a choice between group healing or selfish with massive cost reduction, which feels like a more meaningful choice.
I misread the patch note, Swallow Soul actually might be decent now. 4k for Funnel Health is absolutely not worth it though.
madmufffin wrote: »You guys gutted Magicka Werewolf, please please please reconsider.
When the werewolf rework first came out, we were told that the skills were made stupidly cheap so that Magicka characters can comfortably play werewolf. This was largely a flawed approach, I said it was, and now we're seeing the repercussions of why that was a flawed approach.
it would be very easy to fix this without harming the actual balance of the game. Give werewolf the Arcanist treatment.
Make the skills that currently cost stamina have the 'uses the resource that has the highest maximum'. So if you have more magicka than stamina, bam now the skills cost magicka.
For Hircine's Bounty/Fortitude, give it the reverse treatment. If your magicka is higher than your stamina, now it costs Stamina.
This won't hurt balance, this will just make Magicka Werewolves viable again, AS WE WERE PROMISED with the rework!
Yes hybridization exists, but this is an RPG. My main werewolf character is a frost mage breton. I can't have a stamina based frost mage. I can't have a stamina based staff user either, because all those skills COST MAGICKA.
And please for the love of everything, STOP NERFING STUFF IN PVE FOR THE SAKE OF PVP
You said that you were happy with where werewolf was at in PvE? This is going to hurt them, full stop. For a problem that did not exist in PvE.
And worse still, these changes don't actually fix the major issue in PvP either. All this change does is now force all werewolves to run the toxic setups of 40K HP and abusing that Sorcerer Mastery for infinite sustain.
These changes just hurt the little guys, the casual players, the people not abusing the meta to the max degree.
Werewolf skills being stam thematically makes more sense much like vampire skills being mag. Arcanist just should've never opened the can or worms for resource based costs.
But why? If Arcanist can cast a magic book beam with stamina, why can't I have fun with a viable frost mage werewolf? It hurts nobody, you're not forced to run it, but it means I can actually have fun in the game instead of wasting material resources being forced to go back to stamina (a build I enjoy less) when the devs PROMISED US that they wanted to make werewolf viable for magicka builds. And doing it in the Arcanist way is the most fair and balanced way to do it, rather than making the skills cost almost nothing and then tripling the cost and hoping nobody cares.
The werewolf sustain changes feel like they miss the mark entirely.
Most werewolf builds (in PvP) are already performing pretty well and are in balance. That being said, there are a few vastly over-performing werewolf builds that are being abused right now. These problematic, overperforming builds all have one thing in common: they take advantage of the way class passive and mastery skills synergize with werewolf form.
Sorcerer werewolves are by far the largest offender with their access to the Sorcerer mastery skills "Conservation of Energy" and "Static Reverberation", that work with werewolf form to give the player unlimited health, stamina, and magicka sustain and also a free source of damage.
I am outlining the synergies between Sorcerer passive and mastery skills with werewolf form because they are perhaps the largest offender, but other class passives and masteries are problematic in werewolf form as well, like DK's Landslide/Inexorable Descent, NB's Eye for Exploitation, and Warden's minor toughness on healing, just to name a few.
The increase to werewolf skill stamina cost does nothing to address these overperforming interactions, and instead hurts the least problematic werewolf builds the most. Sorcerer werewolves still have infinite sustain due to conservation of energy and free damage due to static reverberation.
The proper adjustment to werewolves would be to completely disable class passive and mastery skills while in werewolf form, as this adjustment is targeted at only the highest performing werewolf builds and will leave the power floor of the werewolf playstyle untouched.
The increase to werewolf skill stamina costs should be reverted in favor of disabling all class passive and mastery skills while in werewolf form.

The proper adjustment to werewolves would be to completely disable class passive and mastery skills while in werewolf form, as this adjustment is targeted at only the highest performing werewolf builds and will leave the power floor of the werewolf playstyle untouched.
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