•Brutal Pounce (Pounce morph): This morph now deals full damage to the primary target and partial damage to secondary targets, rather than hitting the primary target twice with partial damage. The total damage dealt remains unchanged.
•Brutal Pounce (Pounce morph): Fixed an issue where this morph would stun any secondary target, even if they were not already Off Balance.
•Claws of Anguish (Infectious Claws morph): Fixed an issue where the Major Defile debuff applied by this morph was not reducing Health Recovery.
•Rebalanced the Light and Heavy Attack damage scaling ratios so that Light and Heavy Attacks now scale their damage in the same way that normal abilities do – Max Magicka and Max Stamina is now a greater contributing factor towards their damage.
•Rebalanced Light and Heavy Attack damage across weapon types to reinforce the concept that Light Attacks are for dealing damage and Heavy Attacks are for restoring resources. In general, this means:
•Light Attacks with One Hand and Shield, Dual Wield, Bow, Destruction Staff, and Restoration Staff weapons will deal more damage.
•Light Attacks with Two Handed weapons will deal less damage.
•Heavy Attacks with Destruction Staff and Restoration Staff weapons will deal more damage.
•Heavy Attacks with Two Handed, One Hand and Shield, Dual Wield, and Bow weapons will deal less damage.
•Bound Armaments (Bound Armor morph): This morph converts the ability into a Stamina ability and now increases your damage done with Light Attacks while slotted, instead of Heavy Attacks.
Duration - WW is simply clunky to use in PVE outside of doing delves. The need to constantly feed is tremendously awful and at times you run the risk of dying because you are in a 5 second channel that cannot be interrupted that may or may not go through depending if the corpse despawned. WW should not have an issue staying in WW during a fight. There is no rhyme or reason why an ultimate as underperforming as werewolf has duration issues. There have been multiple solutions for this. Making bloodrage work on damage done and/or taken would significantly increase the viability of using werewolf, not even counting if it is effective. Having WW be a toggle that consumes 150 ult and costs 3 ult per second has been suggested as well. Both make WW struggle to maintain out of a fight which is where it should struggle to stay in form.
Rework and update - WW is in desperate need of attention to it's skills and overall functionality. WW heavy attacks still have the base 1700 stamina return off heavies which is what it was pre-Morrowind (meaning it was not updated with Morrowind). This has been reported and has been almost a year for what should be a fairly simple numerical fix. All disorients have been removed from the game except Ferocious Roar - because why? PVP werewolf is still locked into Pelinal's to be able to self heal worth anything because for whatever reason the heal scales off magicka.
Cohesion with classes - For each class, werewolf only has access to two class passives for EACH class with the exception of Warden's 3. WW doesn't benefit at all from any weapon passives to boot as well In some cases these class passives are bad i.e. DK (Iron Skin & Elder Dragon). Are we to honestly believe that 18% weapon damage, 30% increase in stam and 10k armor is sufficient enough to cover critical class and weapon passves as well as loss of a backbar with fixed skills?
Group utility - WW group utility is bad in PVE and risky in PVP. Werewolf's only unique ability for the group is feeding frenzy and while it will be fairly strong next patch, it's not impactful enough to justify the existence of WW in any raid. There have been multiple suggestions - such as having feeding frenzy work as a 5 second DEBUFF instead of a 15 second buff would be gigantic in this patch and would make WW a strong contender for a melee spot in any raid.
Avran_Sylt wrote: »@Thraben
1) Don't forget that while WW are "squishy" in a group sense, they more than make up for it with the easy rotation, and high bleed damage on Light Attacks.
IMO, in order for a group to have permanent passive uptime in WW form, they should sacrifice something, a set, for example.
2) Only Ferocious Roar, and remove the off-balance on kill effect. In a WW pack it means someone should likely run the other morph to buff the group.
3) That certainly would make for interesting gameplay, and in PvE Wolf Packs (assuming perma form) this could fill a "healer" role with a WW running Pelinal's.
As long as there´s a fight going on there´s no issues what so ever to stay in WW-form.
There need to be more counters to WW, they need to take 5-10% less poison damage.
Anything but making them more tanky or damaging as if you don't have dongbreaker slotted a WW is near unstoppable no matter how hard you kite them
Passives for groups for the like sound fine
There need to be more counters to WW, they need to take 5-10% less poison damage.
Anything but making them more tanky or damaging as if you don't have dongbreaker slotted a WW is near unstoppable no matter how hard you kite them
Passives for groups for the like sound fine
You can´t be for real when you say there´re not enough counters against a werewolf?
* Literally any snare: Werewolf´s have 0 ways of removing snares (unless using Wyrd Tree set)
* Defiles: Even if you run a Pelinial build that stacks weapon-damage, defiles will absolutely destroy a werewolf. A trollking build on a werewolf will be destroyed as well by defiles.
* Stacking DoT´s/bleeds. Sustained pressure + kiting (which isn´t difficult against a werewolf) is another key to kill them.
There need to be more counters to WW, they need to take 5-10% less poison damage.
Anything but making them more tanky or damaging as if you don't have dongbreaker slotted a WW is near unstoppable no matter how hard you kite them
Passives for groups for the like sound fine
You can´t be for real when you say there´re not enough counters against a werewolf?
* Literally any snare: Werewolf´s have 0 ways of removing snares (unless using Wyrd Tree set)
* Defiles: Even if you run a Pelinial build that stacks weapon-damage, defiles will absolutely destroy a werewolf. A trollking build on a werewolf will be destroyed as well by defiles.
* Stacking DoT´s/bleeds. Sustained pressure + kiting (which isn´t difficult against a werewolf) is another key to kill them.
As far as I am concerned WW is more or less a counter to any magicka build. Some Magicka builds use Dongbreaker and that is helpful but many do not and Magicka should not be required to slot a stamina ultimate just to deal with the possibility of a WW
There are so many things that WW can do to even a well built and learned magicka player. The sheer damage + hard hitting CC and high resist makes it very formidable but pretty much every counter to a WW belongs to stamina builds.
There need to be more counters to WW, they need to take 5-10% less poison damage.
Anything but making them more tanky or damaging as if you don't have dongbreaker slotted a WW is near unstoppable no matter how hard you kite them
Passives for groups for the like sound fine
You can´t be for real when you say there´re not enough counters against a werewolf?
* Literally any snare: Werewolf´s have 0 ways of removing snares (unless using Wyrd Tree set)
* Defiles: Even if you run a Pelinial build that stacks weapon-damage, defiles will absolutely destroy a werewolf. A trollking build on a werewolf will be destroyed as well by defiles.
* Stacking DoT´s/bleeds. Sustained pressure + kiting (which isn´t difficult against a werewolf) is another key to kill them.
As far as I am concerned WW is more or less a counter to any magicka build. Some Magicka builds use Dongbreaker and that is helpful but many do not and Magicka should not be required to slot a stamina ultimate just to deal with the possibility of a WW
There are so many things that WW can do to even a well built and learned magicka player. The sheer damage + hard hitting CC and high resist makes it very formidable but pretty much every counter to a WW belongs to stamina builds.