Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno
One is an individual set, the other is a group buff set. Would you ever use Worm Cult or Ebon Armor when soloing? I don't think so.
Hircine's change might make it viable for PvE raids to help stam DDs with sustain.
Although the problem is, only healers and tanks run these types of sets. This set is bad for healers and tanks. So I'm not sure who's gonna run it.
one of the guys that previously used NMG or Sunder, since these wont be used anymore
Dagoth_Rac wrote: »Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno
One is an individual set, the other is a group buff set. Would you ever use Worm Cult or Ebon Armor when soloing? I don't think so.
Hircine's change might make it viable for PvE raids to help stam DDs with sustain.
Although the problem is, only healers and tanks run these types of sets. This set is bad for healers and tanks. So I'm not sure who's gonna run it.
one of the guys that previously used NMG or Sunder, since these wont be used anymore
The 2 and 4 piece bonuses on Hircine's Veneer are Stamina Recovery. A medium armor set with so much stamina recovery is of little use to tanks because they lose all stamina recovery when holding block so the bonuses will be lost a lot of the time. A medium armor set with so much stamina recovery is of little use to healers for many, many reasons. And a set where only 1 of the 4 bonuses is offensive will be of little interest to a stamina DPS. I don't see this being useful in Trials.
Thanks for clarifying that for me. One less “worry”.Mystrius_Archaion wrote: »The best way is to deconstruct dropped jewelry after the update. That has always been the best way to level blacksmithing and woodworking and tailoring. The jewelry will even start dropping in intricate trait to boost that.
And yes, the nodes will have materials based on your crafting rank half the time and your level/CP the other half.
Mystrius_Archaion wrote: »NewBlacksmurf wrote: »Apache_Kid wrote: »ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....
@Apache_Kid
There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.
I've only ever seen this issue in Cyrodiil, and I was only there for the dailies with a friend on one day in the anniversary event recently.
I'm pretty sure it's all to do with lag, ping not fps, and a little bit of performance issues that also showed in my fps dropping severely, as that was when this happened.
I don't see this ever solo while my connection is good or in normal dungeons. I haven't done any trials to find out there.
I would not be surprised if the fixes to improve performance in cyrodiil helped this if one of the offending passives running too many checks was a destruction staff passive. You should test and see.
Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
NewBlacksmurf wrote: »Mystrius_Archaion wrote: »NewBlacksmurf wrote: »Apache_Kid wrote: »ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....
@Apache_Kid
There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.
I've only ever seen this issue in Cyrodiil, and I was only there for the dailies with a friend on one day in the anniversary event recently.
I'm pretty sure it's all to do with lag, ping not fps, and a little bit of performance issues that also showed in my fps dropping severely, as that was when this happened.
I don't see this ever solo while my connection is good or in normal dungeons. I haven't done any trials to find out there.
I would not be surprised if the fixes to improve performance in cyrodiil helped this if one of the offending passives running too many checks was a destruction staff passive. You should test and see.
@Mystrius_Archaion
Its not lag, I'm on a 1 gig wired connect on both xbox one and PC
I don't know what the issue is but I can confirm its not lag as it'll happen solo, in groups, dungeons, out in the world, trials, etc
*I don't PvP much if at all since Morrowind
AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.
It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.
So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.
It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.
So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.
It's an ultimate for soloing or dps and dps "are a dime a dozen".
No changes will ever change that unless they completely change werewolf to something you probably won't like.
AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.
It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.
So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.
It's an ultimate for soloing or dps and dps "are a dime a dozen".
No changes will ever change that unless they completely change werewolf to something you probably won't like.
You have seen the light. It needs a rework. Hircine welcomes you to the hunt!
Also don't presume to know what I like and don't (it's just not polite)
Mystrius_Archaion wrote: »NewBlacksmurf wrote: »Mystrius_Archaion wrote: »NewBlacksmurf wrote: »Apache_Kid wrote: »ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....
@Apache_Kid
There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.
I've only ever seen this issue in Cyrodiil, and I was only there for the dailies with a friend on one day in the anniversary event recently.
I'm pretty sure it's all to do with lag, ping not fps, and a little bit of performance issues that also showed in my fps dropping severely, as that was when this happened.
I don't see this ever solo while my connection is good or in normal dungeons. I haven't done any trials to find out there.
I would not be surprised if the fixes to improve performance in cyrodiil helped this if one of the offending passives running too many checks was a destruction staff passive. You should test and see.
@Mystrius_Archaion
Its not lag, I'm on a 1 gig wired connect on both xbox one and PC
I don't know what the issue is but I can confirm its not lag as it'll happen solo, in groups, dungeons, out in the world, trials, etc
*I don't PvP much if at all since Morrowind
LOL
I always find this funny.
1) The ZOS server connection is the majority of this lag. Sorry, but you connection can't fix that.
2) The faster your internet the more vulnerable you are to packet loss actually. It also behaves a lot like FPS drops in that most people, studies have shown, will not notice a drop in fps less than 15 fps and this becomes more pronounced with higher fps rates.
As personal experience goes, I've played on old slow internet on games for ages and only in the last 5 years or so have I actually gotten 10mbps internet. My first experiences were the MMO City of Heroes and then World of Warcraft on a 256kbps connection with actual download speeds more like 120kbps. That was slow, but WoW was steady for the most part. They coded it well so if I had 1000ms ping, yes 1 second before anything I did happened, then I could time my abilities so I was playing smooth as if not lagging.
I currently play either on my home net, wireless to tower, 10mbps or on my cellphone unlimited mobile hotspot usually at 5mbps. Both are similar architecture, but I notice more lag on the 10mbps because it is more susceptible to it.
It's also quite funny how Windows and browsers time out a lot sooner when they don't get a website up as fast as expected on a faster connection. They jump the gun and then load the page after telling you there is a problem.
Long story short, you can still have lag affect your high performance connection. It will even be more perceptible often than a much slower connection. It is simply a matter of things not coming in the expected order to either end. This often results in "rubber-banding" but not always.
The most common example of lag I always see in the game even when my connection is good is when I send a chat message and then another, but the second one shows up in my chat box first as the first received by everyone who can see it. That should never happen if the client side actually held subsequent chat messages until the first went through, like it should.
If you see that, then you're still susceptible to the same lag I am.
Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno
Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.
It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.
So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.
It's an ultimate for soloing or dps and dps "are a dime a dozen".
No changes will ever change that unless they completely change werewolf to something you probably won't like.
You have seen the light. It needs a rework. Hircine welcomes you to the hunt!
Also don't presume to know what I like and don't (it's just not polite)
Okay Mr Argumentative. I said "probably won't like".
That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.
And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.
AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.
It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.
So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.
It's an ultimate for soloing or dps and dps "are a dime a dozen".
No changes will ever change that unless they completely change werewolf to something you probably won't like.
You have seen the light. It needs a rework. Hircine welcomes you to the hunt!
Also don't presume to know what I like and don't (it's just not polite)
Okay Mr Argumentative. I said "probably won't like".
That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.
And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.
As you put it, it's already useless in groups, so they can't possibly remove it.
It must be reworked. Why? Because people who actually play it agree. We want something more. We want to be viable. In it's current state, it is not end game viable. This results in requiring a rework.
BlackStar300 wrote: »Apache_Kid wrote: »BlackStar300 wrote: »Toc de Malsvi wrote: »BlackStar300 wrote: »So it looks like Maelstrom/Asylum/Master weapons aren't getting a buff. This is nice. I understand the frustration of those wanting these to be godly, but when 1% of this stuff is locked (even paid because some ppl don't have money for the carries) it really makes it nice to others able to use other means.
Least that is what I read from that bit about the weapons. We will see if ZOS caves in and buffs...them... -_-
Also, amen to that CP300 DLC dungeon cap. That SS info was great, but these are my 2 take away points from the whole notes!
It is not about being "godly" without a buff most of these weapons are WORSE than an additional 4 and 5 piece bonus. Which means these weapons which were hard to get are going in the bank for the time being.
And your point being? I've done vMA and vDSA, but until they give ppl a guaranteed item choice for those its stupid. Especially vMA and yes I know many were upset that you grinded out your traits and now can change them, but when you look at how many ppl can complete this content a good majority fail and some can't do it and the veteran dungeons they put out ever since HotR ups the difficulty tons.
Ppl need others ways of being viable than buying carries for ridiculous amounts of money with no guarantee drop etc. Yes, we have normal dungeons, but anyone who does normal even if you're only doing like 20k DPS or even 15k is that they are super easy.
Having jewelry being crafted allows players to get gold now without the hassle of vet trials per se so I say this is a step in making the player base not so divided. I'm just hoping ZOS doesn't falter and buff these things up otherwise what's the point in trying to make ppl run 5/5/2 if these weapons are going to overshadow them still...
The most difficult weapons in the game to get should be His. You say people need options other than buying carries, Why can't they just just complete the content? Plenty of us have ran the content and gotten the drops. It's do-able. You make the weapons BiS so people have an excuse to run difficult content. If I can get better results with 5-5-2 and all set gear, What is the incentive to re-run content like dragonstar? Or trying to get perfected asylum weapons?
Content should be difficult and content should be challenging and I don't disagree with them having the weapons, but the content they are locked behind can realistically be said that a VERY select amount can obtain them by their own means. Joining VERY judgmental trial guilds and doing things their way is almost a chore in itself (I speak for myself and others I talk to on PS4) and they feel the same. These guilds are not worth trifling with.
Why can't everyone do the content if you can? Well, I'll tell ya. Not everyone can... You know how?
I can definitely work, but me being a millionaire working retail is just not gonna happen, but it doesn't mean being a millionaire can't be obtained now can it? Or we can move to sports. I can be a sports athlete, but not good enough to make nationals/regional teams. Catch my drift?
This is just one example, but just because you can and so can many others doesn't mean that EVERYBODY can. This is the most flawed logic ever. Unless you want this game to be nothing, but OP elitists then that is the direction you want this to be with them making a 2nd vMA as I hear ppl talk about + wanting more end game content. There needs to be a balance for those unable to achieve the tops.
You know what you guys who strive for top position get? Leaderboard rankings and skins and money (since you can sell those or not -- up to your guild etc). This is a classic example of the rich get richer and the poor get poorer...
How do you know?AmericanSpy wrote: »Vampire and WW have received little in comparison and have become relegated to bonus passive skill lines(this is not what they we're intended for)
Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »Mystrius_Archaion wrote: »AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
You have other options and it should be used as an ultimate as intended, not a permanent mode.
Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.
Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.
It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.
So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.
It's an ultimate for soloing or dps and dps "are a dime a dozen".
No changes will ever change that unless they completely change werewolf to something you probably won't like.
You have seen the light. It needs a rework. Hircine welcomes you to the hunt!
Also don't presume to know what I like and don't (it's just not polite)
Okay Mr Argumentative. I said "probably won't like".
That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.
And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.
As you put it, it's already useless in groups, so they can't possibly remove it.
It must be reworked. Why? Because people who actually play it agree. We want something more. We want to be viable. In it's current state, it is not end game viable. This results in requiring a rework.
Nope.
It's not the only thing that isn't endgame viable.
For example....the new skill in Psijic Order called "Time Stop" is a stun. Stuns are not usable against bosses or even enemies as weak as trolls, because they are not the weakest enemies.
That skill is completely not endgame viable as anything it could affect is easier dealt with by just DPSing it down.
That skill was designed that way.
And they definitely could remove the werewolf ability to be useful in any endgame content even as dps, which it currently is useful as dps if you build it right. Just check youtube for build videos.
By the way, post this in the other forums. This is off topic here as werewolf isn't seeing any changes intentionally affecting just werewolf in this PTS build.
Mystrius_Archaion wrote: »How do you know?AmericanSpy wrote: »Vampire and WW have received little in comparison and have become relegated to bonus passive skill lines(this is not what they we're intended for)
They sure seem like bonus not necessary skill lines to me. In fact, they have downsides of being more vulnerable to certain other skills and damage as well as being limited in skill use for the werewolf.
They're meant to have their niche but be easily ignored by players who do not want to be pale-skinned-red-eyed undead or hairy-man-beasts.
Most things in this game are optional. Some, like werewolf and vampire, are even less than optimal in many situations, but they have their place.
At least they're not like trying to use stamina abilities while focusing on magicka gear and wielding nothing but ice staves. Count yourself lucky.
ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.