Maintenance for the week of May 11:
• PC/Mac: No maintenance – May 11
The PTS is now offline for the patch 12.0.4 maintenance and is currently unavailable.

BUG: Werewolf Light Attack Not Buffed

Skoomah
Skoomah
✭✭✭✭✭
✭✭
Werewolf light attack damage not being buffed with patch changes. ZOS, please fix!
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Please. It's not being scaled correctly. Your just widening the gap of usefulness by excluding this skill line, vamp, and the at least 30 other useless skills each patch. Please fix this immediately.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    0sogqwa8tump.gif
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Chrlynsch wrote: »
    0sogqwa8tump.gif

    Please.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Aztlan
    Aztlan
    ✭✭✭✭
    Make it so!
  • Nelson_Rebel
    Nelson_Rebel
    ✭✭✭✭✭
    @ZOS_GinaBruno


    was this perhaps overlooked?
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    @ZOS_GinaBruno


    was this perhaps overlooked?

    That and when they did the dodge overhaul a patch or two ago they forgot claws (AOE) and the WW Heavy Attack.

    Also still waiting for the unchained passive to work in WW and with the pack leader morph to function fully.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Skoomah
    Skoomah
    ✭✭✭✭✭
    ✭✭
    ZOS, please fix this. Werewolves need some love too.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Guys, don't forget as stated in the very first paragraph, you'll begin seeing some balance adjustments next week at the earliest. This patch is mainly bug fixes.

    This is from the latest PTS-notes. So earliest next week we might see those changes.
  • Checkmath
    Checkmath
    ✭✭✭✭✭
    Nah this overlooking is intended. Only cat people and khajiit lovers work at ZoS, so no dog-love will be seen soon :p
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Checkmath wrote: »
    Nah this overlooking is intended. Only cat people and khajiit lovers work at ZoS, so no dog-love will be seen soon :p

    What if the Khajiit becomes a werewolf :open_mouth:

    But on a more serious note. I don´t see why WW´s shouldn´t benefit from the changes to lightattacks as everyone else.
    Edited by Qbiken on April 25, 2018 7:57AM
  • Skoomah
    Skoomah
    ✭✭✭✭✭
    ✭✭
    If werewolves were not supposed to get a buff, it needs to be clearly communicated in the patch notes. Werewolve builds are already very tricky. We need clarification so we can properly theorycraft.

    For example, Pack Leader skill has been broken for years and ZOS won't fix it. The puppies don't reappear like they should.
  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    They are hitting hard anyway...
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Skoomah
    Skoomah
    ✭✭✭✭✭
    ✭✭
    Feanor wrote: »
    They are hitting hard anyway...

    Werewolves have real drawbacks. The heals are very poor. They don't do well when snared and immobilized and locked down. Many classes and setups can hit hard other than werewolf.

    This thread is asking for clarity on the light attack changes and how it relates to werewolf. Either fix it or communicate to the werewolf community that it is not intended to affect werewolves.
    Edited by Skoomah on April 25, 2018 10:52AM
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Feanor wrote: »
    They are hitting hard anyway...

    I think we both can agree that´s not the point here :)

    It´s about consistency. The new way LA/HA damage scales in relation to your maximum resource is a "global" change that affects all builds, so it doesn´t really make sense to exclude a certain "class" (I usually refer to werewolf as a "class" since it´s a unique playstyle). If it´s intended that werewolfs shouldn´t benefit from the new changes to how light attacks scale with maximum resources, it should be added in the PTS-notes (and preferably with a motivation to why, aka Developer Comment).

  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    FWIW I agree on the communication part. It should be clarified. I was just trying to point out that a buff to WW LA might not be the best idea.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Feanor wrote: »
    FWIW I agree on the communication part. It should be clarified. I was just trying to point out that a buff to WW LA might not be the best idea.

    Personally I hope the new LA-scaling will work on them, but I know I´m a bit biased towards werewolf´s, but I can definitely understand why you don´t think it´s the best idea.
  • RoyJade
    RoyJade
    ✭✭✭✭✭
    WW has a lot of weapons damage and not so much stamina, so the new scaling won't buff them as much as magicka spec (but same/more than stam spec). I don't know if it would really be game breaker.

    Also, with the heavy downside werewolves have, giving them more damage may be reasonable. I think we need to see what would be the new scaled damage before stating on a nerf or left it untouched.
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Feanor wrote: »
    FWIW I agree on the communication part. It should be clarified. I was just trying to point out that a buff to WW LA might not be the best idea.

    All light and heavy attacks in the game get buffed except Werewolf's.

    To compensate players start investing more points into expert defender to reduce the damage of light and heavy attacks from players. This may not happen immediately but over time players will figure this out as they see increased damage on their death recap.

    Werewolf in turn is indirectly nerfed from going into summerset by being left behind.

    Don't forget Werewolf has no way of empowering their light attacks while in form.

    This wouldn't be the first time werewolf has been left behind on game sweeping changes. Marrowind left werewolves behind when heavy attack resources were rebalanced due to sustain nerfs. Werewolves had to wait 8 months in order to get their buff that the rest of the players already had.

    @ZOS_GinaBruno please dont let werewolf enthusiast be neglected again this patch.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    ✭✭
    Skoomah wrote: »
    Werewolf light attack damage not being buffed with patch changes. ZOS, please fix!

    Please don't fix... WW light attacks already hit absurdly hard. I don't want that BS on live
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    ✭✭
    Qbiken wrote: »
    Feanor wrote: »
    They are hitting hard anyway...

    I think we both can agree that´s not the point here :)

    It´s about consistency. The new way LA/HA damage scales in relation to your maximum resource is a "global" change that affects all builds, so it doesn´t really make sense to exclude a certain "class" (I usually refer to werewolf as a "class" since it´s a unique playstyle). If it´s intended that werewolfs shouldn´t benefit from the new changes to how light attacks scale with maximum resources, it should be added in the PTS-notes (and preferably with a motivation to why, aka Developer Comment).

    It's about Balance actually. WW is actually extremely powerful when built properly despite what many claim. Not everyone in Cyrodiil uses Dongbreaker. So WW light attacks not being buffed feels pretty balanced
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    It's a glitch though. If you don't want to buff that fix the fact that our heavy attacks restore resources based on previous patches (only 1.7k base). Our heavy attack and claws are still dodgeable AOEs. We still have a disorient and several useless morphs. Our packleader morph stops working after one death.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    NyassaV wrote: »
    Qbiken wrote: »
    Feanor wrote: »
    They are hitting hard anyway...

    I think we both can agree that´s not the point here :)

    It´s about consistency. The new way LA/HA damage scales in relation to your maximum resource is a "global" change that affects all builds, so it doesn´t really make sense to exclude a certain "class" (I usually refer to werewolf as a "class" since it´s a unique playstyle). If it´s intended that werewolfs shouldn´t benefit from the new changes to how light attacks scale with maximum resources, it should be added in the PTS-notes (and preferably with a motivation to why, aka Developer Comment).

    It's about Balance actually. WW is actually extremely powerful when built properly despite what many claim. Not everyone in Cyrodiil uses Dongbreaker. So WW light attacks not being buffed feels pretty balanced

    I´m very well aware of the capacities of a good werewolf build (been playing werewolf on all classes but warden for about a year in PvP), but I´m also very aware of their limitations. To summarize my view on werewolfs:

    * Very good in 1v1:
    There´re a few classes that will be hard to deal with as a werewolf. The first one is nightblade (both magicka and stamina). They can reset the fight with cloak whenever they like + have access to major defile through a hard hitting ultimate. Defiles is one of the best "hard-counters" against a werewolf. The second class that has potential to wreck a werewolf is magicka DK. It´s no secret that magicka DK is excellent in 1v1. I personally is not a very good duellist, so if I come across other classes but against a player that is very good in 1v1, I´ll lose even as a werewolf. The main-reason I walk out as the winner in many fights is because many players becomes too defensive when facing a werewolf. "Attack is the best defence" against a werewolf.

    * Extremly good in small-scale/group:
    Well, werewolf´s are a pack-animal after all ;), but adding a werewolf to a small group can make a huge difference. In my opinion, small-scale is where werewolf´s shines the most, not in 1v1.

    * Absolutely horrible in 1vX situations:
    Even when you´re up against several players that are way below your skillevel, werewolf´s loses their power very quick when outnumbered. Kiting as a werewolf is horrible. Simply because you´ve no access to a snare remover, unless you use the Wyrd Tree´s Blessing set. Being snared limits your chances to "line-of-sight" your enemies which leads to death eventually. A simple defile-debuff will gut 99/100 werewolf builds.

    Both being successful as a werewolf, and being able to defeat one in PvP, is 99,99% L2P issues.

    Regarding the light attack changes. It makes no sense that werewolf´s shouldn´t benefit from the latest changes. The LA changes are universal changes that applies to all builds/classes etc. Imagine if the potion cooldown glyph didn´t work on argonians because "it would be too strong with the resourceful passive". That´s not how you balance a game. In this made up case you either a) Change the way potion cooldown glyph works. b) Do some changes to the Argonian race.

    Same thing goes for the light attack changes. Saying werewolf would be "too OP" is not a reason for them to be excluded from certain universal changes. If they however becomes "too OP" (which I highly doubt), then you make changes to the werewolf "class".
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    @ZOS_GinaBruno


    was this perhaps overlooked?

    That and when they did the dodge overhaul a patch or two ago they forgot claws (AOE) and the WW Heavy Attack.

    Also still waiting for the unchained passive to work in WW and with the pack leader morph to function fully.

    With the Unchained passive part of your sentence, I actually kinda pointed that out to the ZOS team back just right after the release of the clockwork city DLC. (Chances are they may or may not be looking into it but only they make the call.)

    https://forums.elderscrollsonline.com/en/discussion/382480/unchained-passive-not-working-properly-for-werewolves#latest
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Alpha-Lupi wrote: »
    @ZOS_GinaBruno


    was this perhaps overlooked?

    That and when they did the dodge overhaul a patch or two ago they forgot claws (AOE) and the WW Heavy Attack.

    Also still waiting for the unchained passive to work in WW and with the pack leader morph to function fully.

    With the Unchained passive part of your sentence, I actually kinda pointed that out to the ZOS team back just right after the release of the clockwork city DLC. (Chances are they may or may not be looking into it but only they make the call.)

    https://forums.elderscrollsonline.com/en/discussion/382480/unchained-passive-not-working-properly-for-werewolves#latest

    The Unchained passive has been bugged for years :pensive:
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Qbiken wrote: »
    Alpha-Lupi wrote: »
    @ZOS_GinaBruno


    was this perhaps overlooked?

    That and when they did the dodge overhaul a patch or two ago they forgot claws (AOE) and the WW Heavy Attack.

    Also still waiting for the unchained passive to work in WW and with the pack leader morph to function fully.

    With the Unchained passive part of your sentence, I actually kinda pointed that out to the ZOS team back just right after the release of the clockwork city DLC. (Chances are they may or may not be looking into it but only they make the call.)

    https://forums.elderscrollsonline.com/en/discussion/382480/unchained-passive-not-working-properly-for-werewolves#latest

    The Unchained passive has been bugged for years :pensive:

    Not entirely, before the clockwork city, I could actually benefit from unchained in werewolf form, trust me, if It was bugged for a long time, I would have created a thread about it way back then. It was just after the clockwork city dropped that the bug surfaced. (Especially considering I use my werewarden for a lot of PvE.)
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Alpha-Lupi wrote: »
    Qbiken wrote: »
    Alpha-Lupi wrote: »
    @ZOS_GinaBruno


    was this perhaps overlooked?

    That and when they did the dodge overhaul a patch or two ago they forgot claws (AOE) and the WW Heavy Attack.

    Also still waiting for the unchained passive to work in WW and with the pack leader morph to function fully.

    With the Unchained passive part of your sentence, I actually kinda pointed that out to the ZOS team back just right after the release of the clockwork city DLC. (Chances are they may or may not be looking into it but only they make the call.)

    https://forums.elderscrollsonline.com/en/discussion/382480/unchained-passive-not-working-properly-for-werewolves#latest

    The Unchained passive has been bugged for years :pensive:

    Not entirely, before the clockwork city, I could actually benefit from unchained in werewolf form, trust me, if It was bugged for a long time, I would have created a thread about it way back then. It was just after the clockwork city dropped that the bug surfaced. (Especially considering I use my werewarden for a lot of PvE.)

    Been playing werewolf for about a year now, and not once have I been able to benefit from the unchained passive in WW-form. WTB those secrets of yours xD
  • Skoomah
    Skoomah
    ✭✭✭✭✭
    ✭✭
    It's a downward spiral. ZOS does not fix werewolf bugs and address the class so people stop playing it. People rarely use werewolf in pvp. People stop using werewolf so ZOS stops paying attention to werewolf. Brutal cycle.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    .
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    Bumping this thread and tagging @ZOS_GinaBruno again until someone can at least acknowledge that WW won't be waiting 6+ months from now to receive massive gameplay changes like it did last time.
    Edited by usmcjdking on April 27, 2018 6:05AM
    0331
    0602
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    usmcjdking wrote: »
    Bumping this thread and tagging @ZOS_GinaBruno again until someone can at least acknowledge that WW won't be waiting 6+ months from now to receive massive gameplay changes like it did last time.

    Heheh.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
Sign In or Register to comment.