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Werewolf got a huge nerf on PTS - Some points I would like to adress + suggestions

Alcast
Alcast
Class Representative
Many things have been already discussed, but I will list them again now that I could play WW on my own character.

WW Timer - Due to higher time to kill thanks to the %dmg reduction you will basically have less time in WW. I had to constantly feed on dead NPC mobs to kinda stay in WW, although then I am 100% vulnerable and will most certainly die most of the times. Also, due to the fast respawn mechanics, bodies from players disappear almost asap and you have no chance to feed on them.

Defensive
- Due to the 33% dodgeroll nerf my ONLY "defense ability" got taken away, now due to the higher cost I can only block. That means no stamina regen and that comboed with the high cost of WW abilities drains my Stamina extremly quickly.

Offensive
- The Skills did okay damage I guess, but overall I felt a lot weaker against permablockers AND shieldspammers due to the %dmg reduction. Also due to the stamina recovery nerf I had huge stamina issues due to high cost in short time.

Healing - WW still has no real healing abilities, now with the healing reduction the healing is even more difficult, almost useless as the skill Hircines Rage scales of Magicka(instead of Stamina?).

Overall - Maybe its just me and I have to adapt to the changes but WW felt a lot weaker on PTS as it is on live now due to the nerfs to dodgeroll, healing and dmg output. My biggest concern though is the WW timer, it was almost impossible to stay in WW form for long, on live server i manage to go over 5min+, but in IC with less dmg applied and players instantly despawning I had huge issues. Also makes the feeding kinda "useless" i guess lol.


Some suggestions:

1. Feeding Frenzy has to be changed to be either an INSTANT or make so even after mob/player disappeared, but once you have started feeding, that you still get the extra time.
2. Add like 15s to the WW timer, due to the higher time to kill 30s is not enough anymore.
3. Reduce the cost of WW abilities by 33%.
4. Packleader Morph, make it immune to stuns(still be able to disorient/knockdown) and let berserker as it is bc it has higher bleeding dmg. So you kinda have to choose between the 2 morphs. Atm the Packleadermorph does not grant any good advantage in PvP.
5. While WW Ulti is slotted gain 15% inc stamina recovery(already there) and give us smth like a 5 or 6% Weapon dmg increase to make it competive against dawnbreaker.
6. Make the WW transformation instant OR add a 50% dmg reduction WHILE transforming.
7. Let us be able to gain smth like 50% of our ulti back in WW form.
8. While in WW form we should be granted "fear immunity" (Why should a WW feear smth? :P) Also give us smth like a 25% detection radius Increase (I mean we are Hunters in the end, should be able to sniff enemies 2miles away lol)


I do not think that with those changes WW will be OP, but it will be definitely competitive to other setups.

Many things were already discussed in those 2 topics: (click me)
Feedback: Werewolves
The Imperial City Werewolf as observed by Caius Rockclaw
Edited by Alcast on August 14, 2015 6:41AM
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  • GreenSoup2HoT
    GreenSoup2HoT
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    1: I don't think werewolf's should be able to maintain their ultimate for long, it's an ultimate. It's advantage is werewolf can continue if there are bodies, so running with a group would be more beneficial. I've seen some pretty mean werewolf's (Lefty-Lucy) stay in werewolf form for very very long period's of time even in pts.

    Personally i would like overload to have a slow over time resource de-generation to make it fair ( i see sorc's charging up overload on npc's for day's then can spam 12k light attack's over and over).

    2: I feel yeah about the dodge roll nerf. I'm a stamina nb and don't no what to think about it. I feel stamina nb's are going to have to relie on the first burst or you die.

    Hopefully the dodge roll penalty is reduced to 2 second's. No stamina regen also while blocking is like a double nerf, how am i suppost to sustain now?... or is that the point, nb's shouldn't sustain.

    3: If someone is perma-blocking you, just keep light attacking them none stop. You will end up winning just because they will be the one's without resource. I don't see how perma-blocker's are an issue unless there is a dps on you as well.
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  • Asrien
    Asrien
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    WWs have a healing ability, it's like the second one they unlock. Furthermore can you outline precisely how it takes longer to kill stuff now? How much and in what way/s did they nerf ww damage?
  • Darlon
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    Asrien wrote: »
    WWs have a healing ability, it's like the second one they unlock. Furthermore can you outline precisely how it takes longer to kill stuff now? How much and in what way/s did they nerf ww damage?

    All damage on the pts was reduced, not just for ww. But of course they arw affected as well.
  • Farorin
    Farorin
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    I had the same experiences on PTS, WW was kinda crappy on live, but in some circumstances and instances can be used well, and worked for me sometimes, even if not all the time (to be fair, WW = death sentence in PVP for my build, but at least I could usually take a few guys out with me), but on PTS it is trash, I was only able to get a single kill as a WW and that was becuase I took a guy by surprise and he just tried running the whole fight instead of fighting back.

  • Alcast
    Alcast
    Class Representative
    1: I don't think werewolf's should be able to maintain their ultimate for long, it's an ultimate. It's advantage is werewolf can continue if there are bodies, so running with a group would be more beneficial. I've seen some pretty mean werewolf's (Lefty-Lucy) stay in werewolf form for very very long period's of time even in pts.

    Personally i would like overload to have a slow over time resource de-generation to make it fair ( i see sorc's charging up overload on npc's for day's then can spam 12k light attack's over and over).

    2: I feel yeah about the dodge roll nerf. I'm a stamina nb and don't no what to think about it. I feel stamina nb's are going to have to relie on the first burst or you die.

    Hopefully the dodge roll penalty is reduced to 2 second's. No stamina regen also while blocking is like a double nerf, how am i suppost to sustain now?... or is that the point, nb's shouldn't sustain.

    3: If someone is perma-blocking you, just keep light attacking them none stop. You will end up winning just because they will be the one's without resource. I don't see how perma-blocker's are an issue unless there is a dps on you as well.

    As I said, mainissue there was that ppl in IC disappear fast and therefore you cannot feed on them :/ I watched some LEfty-Lucy videos and he has a pretty strange setup lol.

    your suggestion with a 2s dodgerollnerf is acutally pretty nice tbh, 4s seems far too long.

    Asrien wrote: »
    WWs have a healing ability, it's like the second one they unlock. Furthermore can you outline precisely how it takes longer to kill stuff now? How much and in what way/s did they nerf ww damage?

    WW has a healing ability yes, but its based of magicka and therefore pretty weak, and now even weaker due to the healing nerf.
    About the ttk, on live i usually 1-3hit ppl >.>. now on PTS its 3-6hits. It doesnt sound like a lot but it is due to the no increase in WW time.
    Damage, I usually used to hit for 14-24k howl crits. Highest i had now on pts was 9k, i was nowhere near close to even 18k. Well, I guess its bc dmg got reducced and no more 100% penetration :P

    Still I do not really care about dmg output, mainissue is the WW-Timer and there is no real useful selfhealing ability.
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  • Chrlynsch
    Chrlynsch
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    Werewolf is ultimate ability thats damage scales off of stamina and weapon damage, though the heal from form scales off of spell power, spell crit, and magica.

    Think of a magical nightblade that has no cloak, damage shield, and relys only on the heals from momentum to stay alive.... that's what exactly what it's like for stamina focused werewolves when they transform. What's the plan @Zos?
    Edited by Chrlynsch on August 14, 2015 9:38PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • OGLezard
    OGLezard
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    If dodge rolling gets its cost stack timer reduced to 2 seconds....the same should be done for bolt escape. It is only fair! The reason they even implemented that stuff to begin with was because Terrabads dont like watching people roll around and kill people....or bolt away because they were gonna lose.

    The ww issue, I can agree with. Increase the timer. I don't even play a cursed character and I can agree with this.
    Edited by OGLezard on August 14, 2015 10:28PM
  • Alcast
    Alcast
    Class Representative
    Prothwata wrote: »
    Werewolf is ultimate ability thats damage scales off of stamina and weapon damage, though the heal from form scales off of spell power, spell crit, and magica.

    Think of a magical nightblade that has no cloak, damage shield, and relys only on the heals from momentum to stay alive.... that's what exactly what it's like for stamina focused werewolves when they transform. What's the plan @Zos?

    Mainissue is the new TTK, it makes it very hard (compared to live) to go 2v1 or 3v1.... Its either you have more members or gtfo. So once again, Zerglings win.

    I still somehow want to soloplay, but every darn patch they introduce new stuff that lets me struggle even more..I guess need to look for friends LoL


    And all those QQ Changes because people are too dumb to slot Radiant Magelight
    Edited by Alcast on August 16, 2015 6:49AM
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