Emma_Overload wrote: »You think now that bound armament is reworked, the skill can be slotted as a WW and the 8% max stam can be active ? I haven't tested, but it's definitively worth testing.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
That's interesting. I always assumed that if you had it slotted on the same bar as your WW ultimate, the buff would carry over when you transformed to WW. Bummer if it doesn't.
Emma_Overload wrote: »You think now that bound armament is reworked, the skill can be slotted as a WW and the 8% max stam can be active ? I haven't tested, but it's definitively worth testing.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
That's interesting. I always assumed that if you had it slotted on the same bar as your WW ultimate, the buff would carry over when you transformed to WW. Bummer if it doesn't.
The Warrior Guild skills slotted on your inective werewolf bar buff you, though, or at least heave been doing so for 3 years.
Emma_Overload wrote: »Werewolf was always ridiculously overpowered.
Avran_Sylt wrote: »
Emma_Overload wrote: »You think now that bound armament is reworked, the skill can be slotted as a WW and the 8% max stam can be active ? I haven't tested, but it's definitively worth testing.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
That's interesting. I always assumed that if you had it slotted on the same bar as your WW ultimate, the buff would carry over when you transformed to WW. Bummer if it doesn't.
There was an old bug that used to work that way. If you had Fighter´s guild abilities slotted on your WW-bar the extra weapon damage from the FG´s passive would carry over to WW-form. Not sure when it got fixed but it doesn´t work anymore :P
Thank you @Avran_Sylt and @Aznox for the further testing. But the fact still remains that werewolfs does not benefit the same way non-werewolfs benefit from the new changes to light and heavy attacks (the lack of consistency bothers me).From what I could see from Aznox´s screenshots WW`s do less damage with LA/HA compared to live. I hope the developers sees the work you (and everyone else) has done, at least these threads shows that there is an interest in werewolfs still
And when Bonepirate get its bugs fixed it might become a very viable option (on live I´m not a huge fan of BP on werewolf).
Avran_Sylt wrote: »@Aznox
I'm still getting near what I got before on the PTS. Bit more refined:
~61.559% Weapon Damage conversion.
~5.79% Stamina conversion.
This is for Non-Crit light attacks. PTS char with absolutely no added CP, Racials, class passives, etc.
I might test all CP modifiers at some point to make sure they're working correctly, but that will take a longer amount of time.
Posting my first test result: https://imgur.com/a/f1iC6qz
100% same setup, no gear, same CP allocation, to a T.
PTS light attacks hit for nearly 100% more damage....
What is this? lol
Posting my first test result: https://imgur.com/a/f1iC6qz
100% same setup, no gear, same CP allocation, to a T.
PTS light attacks hit for nearly 100% more damage....
What is this? lol
If priviously 3000 weapon damage would add 3000 damage to your light attack , now with summerset 3000 wpd will add only 1800 damage to your loght attack . However they compansate the dmg loss with better stamina scalling.
Posting my first test result: https://imgur.com/a/f1iC6qz
100% same setup, no gear, same CP allocation, to a T.
PTS light attacks hit for nearly 100% more damage....
What is this? lol
If priviously 3000 weapon damage would add 3000 damage to your light attack , now with summerset 3000 wpd will add only 1800 damage to your loght attack . However they compansate the dmg loss with better stamina scalling.
Which is a damage loss in general that doesn't go in line with the changes to non werewolfs.like these changes was supposed to be a damage buff (which it is to certain builds), but instead it's an overall nerf. Will non werewolfs also get their spell and weapon damage scaling removed from the damage calculations? Unless that is happening ZOS needs to fix their coding, change the calculation of the LA/HA or severely buff WW'S light and.heavy attacks even more.
Avran_Sylt wrote: »@jediprime74
It's not technically an issue.
And really, the WW class needs a major overhaul at some point. Skill costs and the utility provided by each skill, as well as the sets available to it.
This isn't something within current scope.
The bandage comes out as a net buff for sustain and tanky builds, with edge cases only slightly lowering damage.
I imagine it will stay this way, and eventually be re-balanced around the current scaling. Unless somehow WW skyrockets in popularity.
@Qbiken :
"The new scaling is problematic"
"Werewolf does not need an overhaul"
@Avran_Sylt :
"The new scaling is not problematic"
"Werewolf does need an overhaul"
@jediprime74 :
"The new scaling is problematic"
"Werewolf does need an overhaul"
allow me to complete the circle of opinion
@Aznox :
"The new scaling is not problematic"
"Werewolf does not need an overhaul"
Avran_Sylt wrote: »the added stamina scaling makes tankier WWs deadlier, which might not be the best thing.
Avran_Sylt wrote: »@Aznox
Lel.
Perhaps someone should become a community ambassador for WW's. Figure out what is missing/ what's a problem.
Though I will add that while the current WW scaling isn't technically an issue, from a code perspective, from a balance perspective, the added stamina scaling makes tankier WWs deadlier, which might not be the best thing.
Avran_Sylt wrote: »@Aznox
As well as more dodge time from roll-dodge and damage reduction from block. There is an argument to be made that that is skill dependent and as such less reliable.
Wolf_Watching wrote: »The heal needs to scale off max Stam and not spell and mag but still cost mag. After that idc because then everyone can use it without gimping movement speed, recovery, and damage.