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They FINALY KILLED WEREWOLF IN PVP

  • LeHarrt91
    LeHarrt91
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    Lykanus wrote: »
    LeHarrt91 wrote: »
    mb10 wrote: »
    Am I the only that thinks the 60% max health heal is quite ridiculous?

    Max Health stacking Werewarden ;)

    Yea that change doesnt makes to much sense, i mean yes you can heal great currently too with pelinals so if you gonna replace pelinals with a +max health(tank) set you could tank pretty good but i thats exactly what i mean, its still somewhat strange on a werewolf to focus on tank [but without a taunt], while they clearly dont want werewolves as tanks [or they'd have added a taunt].

    I assumed it was because the skill costs magicka and scaled with makicka and unless you were wearing shackle and Pelinials the heal wasnt as big. now you can wear stamina dps sets and still get a big burst heal.
    PS NA
    Have played all classes.
    Warden Main
  • Leogon
    Leogon
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    I take back what I said, werewolf is much better with the new changes.
    Edited by Leogon on July 12, 2018 11:24PM
  • Banana
    Banana
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    A bit early to say
  • Lykanus
    Lykanus
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    Lykanus wrote: »
    Tirps wrote: »
    So i need to become health stacking tank with my NB to heal myself propperly in PvP while in ww form? That's nice..

    /sarcasm

    RIP pelinals/shacklebreaker WW. Health scaling skills ftw.

    The gear WW will be using will definately change, but at least we gonna get more control about how much we need/want/feel comfortable with as you can change max health at lot more exactly[glyphs,sets,attribute points, food] then like spellpower(or magicka) like before.

    except that with pelinals/shackle, you could buff your magicka pool/dmg and get stronger heals. With stacking health, you will get larger heals but also a larger health pool to fill so its not that much of an advantage.

    A larger health-pool however is an advantage, before you could buff your heals but not your health-pool at the same time, now you can and still heal as good as before while even choosing more closely your desired value which you are fine with/how much you need - so that i'd count as a clear upside
  • RouDeR
    RouDeR
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    LeHarrt91 wrote: »
    Lykanus wrote: »
    LeHarrt91 wrote: »
    mb10 wrote: »
    Am I the only that thinks the 60% max health heal is quite ridiculous?

    Max Health stacking Werewarden ;)

    Yea that change doesnt makes to much sense, i mean yes you can heal great currently too with pelinals so if you gonna replace pelinals with a +max health(tank) set you could tank pretty good but i thats exactly what i mean, its still somewhat strange on a werewolf to focus on tank [but without a taunt], while they clearly dont want werewolves as tanks [or they'd have added a taunt].

    I assumed it was because the skill costs magicka and scaled with makicka and unless you were wearing shackle and Pelinials the heal wasnt as big. now you can wear stamina dps sets and still get a big burst heal.

    You are missing the part that the heal still costs 4k magicka and you will be ablr to use it 2 times in a row without Magicka sustain set . R.i.P.
    So now you need Max Health for bigger heals magicka recovery and magicka pool to keep healing and there is no place for Proper DPS set . #Logic
  • TimeDazzler
    TimeDazzler
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    I'll be sure to come back and quote this thread when 90% of stamina users in BG's are werewolves.
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • Amdar_Godkiller
    Amdar_Godkiller
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    Lykanus wrote: »
    Its always great to see it doesnt takes even a day after the complaining starts if a change is made(or even just announced) - honestly adjust your build and gameplay about and you'll find out it isnt the end of the world like you gonna make it sound.

    Many of the changes are great for Werewolves, we'll get a lot more options then we had before and thats good.

    None of them are even good for WWs, let alone great.
  • Amdar_Godkiller
    Amdar_Godkiller
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    Laquey wrote: »
    RouDeR wrote: »
    1:
    Blood Rage: This ability now increases the timer of your Werewolf Transformation when you deal damage, rather than when you take damage. It adds 2/4 seconds to your timer with a 5 second cooldown.


    2: Hircine’s Bounty: This ability and its morphs now heal based on your Max Health; Hircine’s Bounty and Hircine’s Rage heal for 45% of your Max Health, while Hircine’s Fortitude heal for 60% of your Max Health. this is completely broken , they need to revrse this IDIOTIC change.


    Because PvErs QQ that WW suck in PVE , now WW will be average in PVE and trash in PVP .

    R.I.P.

    I'm failing to see how this is an issue if you build for survivability with your wolf at absolutely best with all procs running with pelinals I could get a 20K tooltip heal from hircines; at best. Most of the time it was around 15K or less. Currently I run Kenna, pelinal and prisoners.

    If I swap out pelinal and wrap in some medium 5 offence like bone pirates I get to hit even harder, maintaining about a 12K heal which I think is quite fair since now all my light attacks are empowered and my aoe fear is INSTANT? Lol so gap closer instant fear, instant burst + 5 seconds of empowered light attacks ... come on, running with a 20K tooltip heal is more than a little OP in that config. Or use the new bloodmoon set wait for 7 stacks, instant fear + new howl empowered light attacks +50% attack speed for 5 seconds. Boom stuff dies.

    OR I can build for survivability with Troll King, Orgnum's scales and Prisoners with an Orc in 5/1/1 Heavy and I get some stupid passive heals with TK, combined with Orgnum's, Heavy Armour and Orc as well as heal that hits me for over 15K.

    I like both scenarios depending on the group you're playing in and what sort of support you have and it forces you to choose and ... farm a little more equipment? :D


    Note: Ugh I missed the synergy part. Good for tag teaming but not so hot solo. Still I like the fact howl is instant it these changes force you to choose between high survive + good damage versus godo survive and high damage. :)

    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.
  • Amdar_Godkiller
    Amdar_Godkiller
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    Troll King will now be mandatory for all PVP WWs, so this will hurt damage AND survivablity. On average you'll be looking at less than 5K heal each cast, so it's huge nerf to healing potential. I really want to quit this game now.I hate every thing about this patch, and I main a WW..
  • Laquey
    Laquey
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    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.

    You did notice how I said tooltip right? 20K max tooltip with 15K or less being normal?

    The tooltip is cut in half by battle spirit just like the % based heal is and I think given these changes that having werewolves run around with 20K tooltip heals from hircines (about 80% of health of a offensive wolf) would be obscene when being able to combine this with an additional offence set options created by these updates.

    Wolves should be forced to choose between high burst / output and high survivability it's called balance.

    Oh and some food for thought here I can build a survivable build Like Trollking, Fasalla's Guile, prisoners and get around 15K tooltip lands on my wolf while applying major and minor defile and still hitting quite hard.

    Actually I'm going to call that build Plague Wolf right now because it's what I intended to gear as one of my options on my wolf after this next patch. :)

    Edited by Laquey on July 10, 2018 5:41AM
  • Kalik_Gold
    Kalik_Gold
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    I've NEVER seen a WW in PvP

    Moreso Battlegrounds than Cyrodiil, I have seen them.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Enslaved
    Enslaved
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    Wow, I do am glad this will not be vampire dlc. I mean, just imagine "buffs" they would add to them, reading this bs changes to doggos.
  • Amdar_Godkiller
    Amdar_Godkiller
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    Laquey wrote: »

    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.

    You did notice how I said tooltip right? 20K max tooltip with 15K or less being normal?

    The tooltip is cut in half by battle spirit just like the % based heal is and I think given these changes that having werewolves run around with 20K tooltip heals from hircines (about 80% of health of a offensive wolf) would be obscene when being able to combine this with an additional offence set options created by these updates.

    Wolves should be forced to choose between high burst / output and high survivability it's called balance.

    Oh and some food for thought here I can build a survivable build Like Trollking, Fasalla's Guile, prisoners and get around 15K tooltip lands on my wolf while applying major and minor defile and still hitting quite hard.

    How many werewolves do you run, guy? We will need 30K magicka to sustain the heal now. Werewolf didn't need an a *** overhaul, just a few tweaks. Instead anyone who currently has a good PVP WW build, you know the WEREWOLF COMMUNITY, is screwed with this patch! That's literally the most offensive thing that Zenimax could have possibly done. It's a slap in the face.
  • Skullstachio
    Skullstachio
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    @RouDeR wrote: »
    1:
    Blood Rage: This ability now increases the timer of your Werewolf Transformation when you deal damage, rather than when you take damage. It adds 2/4 seconds to your timer with a 5 second cooldown.


    2: Hircine’s Bounty: This ability and its morphs now heal based on your Max Health; Hircine’s Bounty and Hircine’s Rage heal for 45% of your Max Health, while Hircine’s Fortitude heal for 60% of your Max Health. this is completely broken , they need to revrse this IDIOTIC change.


    Because PvErs QQ that WW suck in PVE , now WW will be average in PVE and trash in PVP .

    R.I.P.

    You really need to rethink this, because in a manner of speaking, they have not said anything(yet) about the “call of the pack” passive, so if anything, the new blood rage passively synergises pretty well with Call of the pack as the 20% duration cost reduction when running solo content makes it easier to run werewolf form for longer periods of time, not to mention Blood rage is especially potent with feral pounce as the 4 seconds from that along with blood rage’s 2/4 second addition can rack in lots of time.(provided it isn’t in cooldown.) it is also extremely effective when in a group with 3 other werewolf players as 4 werewolves with these changes can practically stay in werewolf form Almost “Indefinitely.

    Also, with Hircines Bounty, you need to see the bright side, Hircines Bounty/Rage will Heal you for 22.5% Max Health in PVP (40% Outside PVP activities.) while Hircines fortitude will Heal for 30% Max Health in PVP. (60% Outside PVP)
    Case and Point: Hircines bounty is affected by Battle spirit when doing PVP activities such as dueling, battlegrounds and the alliance wars.

    F.Y.I: The notes mentioned in the PTS Patch notes are Subject to change at anytime as the community tests it during the PTS phase, and to call this an i****** change is offensive to a degree & I need not point out the forum rules in this regard.
    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.
  • Chrlynsch
    Chrlynsch
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    Laquey wrote: »

    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.

    You did notice how I said tooltip right? 20K max tooltip with 15K or less being normal?

    The tooltip is cut in half by battle spirit just like the % based heal is and I think given these changes that having werewolves run around with 20K tooltip heals from hircines (about 80% of health of a offensive wolf) would be obscene when being able to combine this with an additional offence set options created by these updates.

    Wolves should be forced to choose between high burst / output and high survivability it's called balance.

    Oh and some food for thought here I can build a survivable build Like Trollking, Fasalla's Guile, prisoners and get around 15K tooltip lands on my wolf while applying major and minor defile and still hitting quite hard.

    How many werewolves do you run, guy? We will need 30K magicka to sustain the heal now. Werewolf didn't need an a *** overhaul, just a few tweaks. Instead anyone who currently has a good PVP WW build, you know the WEREWOLF COMMUNITY, is screwed with this patch! That's literally the most offensive thing that Zenimax could have possibly done. It's a slap in the face.

    Spent 5 hours playing on pts... werewolf will be fine. My wolf was getting a near 12k heal with hircine's rage while in cp pvp.. I did nothing to the toons setup or cp distribution, Kena/Pelinals/Alchemist. I can now shed pelinals for more damage or survival.

    Werewolf is stronger than ever.

    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • TheInfernalRage
    TheInfernalRage
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    Chrlynsch wrote: »
    Laquey wrote: »

    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.

    You did notice how I said tooltip right? 20K max tooltip with 15K or less being normal?

    The tooltip is cut in half by battle spirit just like the % based heal is and I think given these changes that having werewolves run around with 20K tooltip heals from hircines (about 80% of health of a offensive wolf) would be obscene when being able to combine this with an additional offence set options created by these updates.

    Wolves should be forced to choose between high burst / output and high survivability it's called balance.

    Oh and some food for thought here I can build a survivable build Like Trollking, Fasalla's Guile, prisoners and get around 15K tooltip lands on my wolf while applying major and minor defile and still hitting quite hard.

    How many werewolves do you run, guy? We will need 30K magicka to sustain the heal now. Werewolf didn't need an a *** overhaul, just a few tweaks. Instead anyone who currently has a good PVP WW build, you know the WEREWOLF COMMUNITY, is screwed with this patch! That's literally the most offensive thing that Zenimax could have possibly done. It's a slap in the face.

    Spent 5 hours playing on pts... werewolf will be fine. My wolf was getting a near 12k heal with hircine's rage while in cp pvp.. I did nothing to the toons setup or cp distribution, Kena/Pelinals/Alchemist. I can now shed pelinals for more damage or survival.

    Werewolf is stronger than ever.

    THIS IS WHY PEOPLE NEED TO READ PATCH NOTES AND TRY THE PTS BEFORE CRYING IN PUBLIC. Seriously. The PTS is there so people can actually try out what's in the patch notes and see if the actual game matches their imagination out of the patch notes.
  • Laquey
    Laquey
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    How many werewolves do you run, guy? We will need 30K magicka to sustain the heal now. Werewolf didn't need an a *** overhaul, just a few tweaks. Instead anyone who currently has a good PVP WW build, you know the WEREWOLF COMMUNITY, is screwed with this patch! That's literally the most offensive thing that Zenimax could have possibly done. It's a slap in the face.

    I run one werewolf as I said with prisoners who is an orc which is more than enough regen, 1K per second + base ish, to use the heal I have while kiting around objects under 3 times before I have to sprint to regen, sprint is cheap as chips with that build and you do it between combat so it's not an issue. With prisoners you don't have to have a large magika pool to use hircines.

    Ad-hominem isn't really going to help you here with the pelinals crutch though. If I were the "werewolf community" I'd be arguing to untie hircine's from magika entirely so that you didn't have to run prisoners as well. With the average 25K health pool you should be running in today's meta hircines will give you and 11.25K tooltip self heal, with the 45% version, which is affected by healing received which is in line with a lot of pvp healers tooltip heal for their burst heal. Build a tankier spec with heavy armour and that can easily hit 15K tooltip with the 45% version still getting major brutality when you include healing received.

    Also I think you need to chill out a bit, perhaps take a lap around the block it might help your perspective on things.
  • Laquey
    Laquey
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    Chrlynsch wrote: »
    Spent 5 hours playing on pts... werewolf will be fine. My wolf was getting a near 12k heal with hircine's rage while in cp pvp.. I did nothing to the toons setup or cp distribution, Kena/Pelinals/Alchemist. I can now shed pelinals for more damage or survival.

    Werewolf is stronger than ever.

    Sorry to name drop Chrlynsch but this is the person who was kind enough to spend time helping me build my wolf and I've had a lot of fun with her ever since using a tight build. Thanks. :)

    I'm more than happy to accept the new build diversity and run two different gear sets one medium armour 5/1/1 offensive with less heals and one I think I will call Plague Wolf.

    Fun times ahead.
  • KeiruNicrom
    KeiruNicrom
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    Really? I only see this being good in pvp. As a ww if you arent dishing out damage then you shouldnt be in ww forme. And the heal makes sense since ww is a stamina based ability/ult. Needing to have decent spell damage/magicka was detremental to the wws general set up.

    These changes are 100% good imo. Pvp will have more aggressive wws and pve finally gets the chance to viably use ww during boss fights
  • Gulkrim-mur
    Gulkrim-mur
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    RouDeR wrote: »
    1:
    Blood Rage: This ability now increases the timer of your Werewolf Transformation when you deal damage, rather than when you take damage. It adds 2/4 seconds to your timer with a 5 second cooldown.


    2: Hircine’s Bounty: This ability and its morphs now heal based on your Max Health; Hircine’s Bounty and Hircine’s Rage heal for 45% of your Max Health, while Hircine’s Fortitude heal for 60% of your Max Health. this is completely broken , they need to revrse this IDIOTIC change.


    Because PvErs QQ that WW suck in PVE , now WW will be average in PVE and trash in PVP .

    R.I.P.

    I know plenty of ww who still wreck. It's based off max hp. You get alotta dmg in ww. I always see tanky with no dmg turn into ww then it's all over. I see it viable still everyday just find de wae
  • Amdar_Godkiller
    Amdar_Godkiller
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    Really? I only see this being good in pvp. As a ww if you arent dishing out damage then you shouldnt be in ww forme. And the heal makes sense since ww is a stamina based ability/ult. Needing to have decent spell damage/magicka was detremental to the wws general set up.

    These changes are 100% good imo. Pvp will have more aggressive wws and pve finally gets the chance to viably use ww during boss fights

    The way it is on live, with Pelinal's I have 6300 weapon and spell damage, so you don't sacrifice anything damage wise in reality. The two synergize well because of all the weapon damage bonuses you get as a werewolf and because what werewolves need the most is mag and stam recovery. Warrior mundus increases both spell and weapon damage, and infused jewelry do so as well.

    All these changes have done is force heavy armor troll king/prisoner's/shacklebreaker on us, which will be a nerf to healing and damage.

  • S1ipperyJim
    S1ipperyJim
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    I've NEVER seen a WW in PvP

    lol! you must never play PVP then, they are literally in every BG match and quite common in Cyrodiil
  • Amdar_Godkiller
    Amdar_Godkiller
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    Chrlynsch wrote: »
    Laquey wrote: »

    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.

    You did notice how I said tooltip right? 20K max tooltip with 15K or less being normal?

    The tooltip is cut in half by battle spirit just like the % based heal is and I think given these changes that having werewolves run around with 20K tooltip heals from hircines (about 80% of health of a offensive wolf) would be obscene when being able to combine this with an additional offence set options created by these updates.

    Wolves should be forced to choose between high burst / output and high survivability it's called balance.

    Oh and some food for thought here I can build a survivable build Like Trollking, Fasalla's Guile, prisoners and get around 15K tooltip lands on my wolf while applying major and minor defile and still hitting quite hard.

    How many werewolves do you run, guy? We will need 30K magicka to sustain the heal now. Werewolf didn't need an a *** overhaul, just a few tweaks. Instead anyone who currently has a good PVP WW build, you know the WEREWOLF COMMUNITY, is screwed with this patch! That's literally the most offensive thing that Zenimax could have possibly done. It's a slap in the face.

    Spent 5 hours playing on pts... werewolf will be fine. My wolf was getting a near 12k heal with hircine's rage while in cp pvp.. I did nothing to the toons setup or cp distribution, Kena/Pelinals/Alchemist. I can now shed pelinals for more damage or survival.

    Werewolf is stronger than ever.

    Yeah, alchemist will be a good option, but honestly, I'll probably keep my prisoner's rags and add shieldbreaker plus troll king on mine.
  • Koolio
    Koolio
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    ✭✭
    Chrlynsch wrote: »
    Laquey wrote: »

    You' won't get 12K now. You're healing is cut in half in Cyrodil. So you will now get a 6K heal in Cyrodil. It will be 30% of your max health in PVP. That's game breaking for WWs.

    You did notice how I said tooltip right? 20K max tooltip with 15K or less being normal?

    The tooltip is cut in half by battle spirit just like the % based heal is and I think given these changes that having werewolves run around with 20K tooltip heals from hircines (about 80% of health of a offensive wolf) would be obscene when being able to combine this with an additional offence set options created by these updates.

    Wolves should be forced to choose between high burst / output and high survivability it's called balance.

    Oh and some food for thought here I can build a survivable build Like Trollking, Fasalla's Guile, prisoners and get around 15K tooltip lands on my wolf while applying major and minor defile and still hitting quite hard.

    How many werewolves do you run, guy? We will need 30K magicka to sustain the heal now. Werewolf didn't need an a *** overhaul, just a few tweaks. Instead anyone who currently has a good PVP WW build, you know the WEREWOLF COMMUNITY, is screwed with this patch! That's literally the most offensive thing that Zenimax could have possibly done. It's a slap in the face.

    Spent 5 hours playing on pts... werewolf will be fine. My wolf was getting a near 12k heal with hircine's rage while in cp pvp.. I did nothing to the toons setup or cp distribution, Kena/Pelinals/Alchemist. I can now shed pelinals for more damage or survival.

    Werewolf is stronger than ever.

    That is 9k lower than what I’ve seen on live.

    Add in defile and that heal is what 8k on a crit. 5k lower than my usual with defile.
    Edited by Koolio on July 10, 2018 7:16AM
  • S1ipperyJim
    S1ipperyJim
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    RouDeR wrote: »
    1:
    Blood Rage: This ability now increases the timer of your Werewolf Transformation when you deal damage, rather than when you take damage. It adds 2/4 seconds to your timer with a 5 second cooldown.


    2: Hircine’s Bounty: This ability and its morphs now heal based on your Max Health; Hircine’s Bounty and Hircine’s Rage heal for 45% of your Max Health, while Hircine’s Fortitude heal for 60% of your Max Health. this is completely broken , they need to revrse this IDIOTIC change.


    Because PvErs QQ that WW suck in PVE , now WW will be average in PVE and trash in PVP .

    R.I.P.

    Neither of these changes are all that bad.

    Blood Rage change - It's true you can no longer remain in werewolf as a solo player simply by taking continuous damage, but lets face it no werewolf should be taking non stop damage for the duration of their transformation in any case as you will inevitably need to recharge resources at some point. Also keep in mind you can either eat corpses or use feral pounce to add 4 seconds to the WW timer. That means if you pounce once every 20 seconds and keep up time on your blood rage you can stay in WW indefinitely solo, even without devouring bodies.

    Hircine's Bounty change - this is only a very slight change for the worse, for instance my main PVP WW build at the moment has 20k health and gets back (according to the tool tip) 13.5k health from Hircine's rage, if this change went live now it would grant 9k and mean I would have to switch to Hircine's fortitude (which does suck, as I run Prisoners specifically for rage regen) which would grant a similar heal of 12k. Basically I would have to add some health as I am max stam in attributes right now (and all tri glyphs).

    So yes, overall I think this is another nerf to WW, they will still be useless in serious PVE and overall the changes are not great for PVP either.
  • Amdar_Godkiller
    Amdar_Godkiller
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    RouDeR wrote: »
    1:
    Blood Rage: This ability now increases the timer of your Werewolf Transformation when you deal damage, rather than when you take damage. It adds 2/4 seconds to your timer with a 5 second cooldown.


    2: Hircine’s Bounty: This ability and its morphs now heal based on your Max Health; Hircine’s Bounty and Hircine’s Rage heal for 45% of your Max Health, while Hircine’s Fortitude heal for 60% of your Max Health. this is completely broken , they need to revrse this IDIOTIC change.


    Because PvErs QQ that WW suck in PVE , now WW will be average in PVE and trash in PVP .

    R.I.P.

    Neither of these changes are all that bad.

    Blood Rage change - It's true you can no longer remain in werewolf as a solo player simply by taking continuous damage, but lets face it no werewolf should be taking non stop damage for the duration of their transformation in any case as you will inevitably need to recharge resources at some point. Also keep in mind you can either eat corpses or use feral pounce to add 4 seconds to the WW timer. That means if you pounce once every 20 seconds and keep up time on your blood rage you can stay in WW indefinitely solo, even without devouring bodies.

    Hircine's Bounty change - this is only a very slight change for the worse, for instance my main PVP WW build at the moment has 20k health and gets back (according to the tool tip) 13.5k health from Hircine's rage, if this change went live now it would grant 9k and mean I would have to switch to Hircine's fortitude (which does suck, as I run Prisoners specifically for rage regen) which would grant a similar heal of 12k. Basically I would have to add some health as I am max stam in attributes right now (and all tri glyphs).

    So yes, overall I think this is another nerf to WW, they will still be useless in serious PVE and overall the changes are not great for PVP either.

    This is the relevant part of it. WWs still won't be welcome in PVE, now they just won't be capable of solo-PVP, which is the one thing that they were quite good at previously. It's offensive that these are the changes they choose to make FOR THE WEREWOLF DLC. LOL

    Thanks so much! Can we have a Mag Sorc DLC next!
  • LegendaryMage
    LegendaryMage
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    Hey, stop complaining before the updates are even live.

    Besides, larger health pool with a good build and decent healing bonuses, in this upcoming semi-defile meta will be perfect for WWs in Cyro and BGs. Any nub can stack weapon damage & stamina and then wonder why he can't survive 2 players in Cyro as a WW.

    That's exactly why the playstyle is not popular at the moment, these changes are very much needed and I'm going to dust off my wolf too. ;)
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    You forgot they also nerfed defile and snare sets overall so as a werewolf you have to heal less since youll take less damage, and a 9k heal non crit(i hope they make it crittable) is something i can work with as a werewolf vet^^ Im not to worried
    The only thing worrying me is that they said no word about introducing back the permawolf .. I really hope they do that
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • sneakymitchell
    sneakymitchell
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    RouDeR wrote: »
    Peekachu99 wrote: »
    Or maybe you actually have to put some health into your weapon damage/ stamina stacked toon? You also have new options like Hist and even Hatchling’s Shell that aren’t such garbage now. On live, I can crack 3.1K WD on my current WW TANK. It’s enough to absolutely murder ppl in BGs and better in Cyro with the CP inflation.

    Really good changes all around. Sload’s seems undernerfed though. Needs more.

    It adds 2/4 seconds to your timer with a 5 second cooldown.



    did u miss that part ? 4 second add with 5 second cooldown .

    Good luck to use Devour in combat to keep up with the timer

    Feeding and res another player stops timer and it takes little bit so you can do 1 sec animation and done simple.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • sneakymitchell
    sneakymitchell
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    Lykanus wrote: »
    LeHarrt91 wrote: »
    mb10 wrote: »
    Am I the only that thinks the 60% max health heal is quite ridiculous?

    Max Health stacking Werewarden ;)

    Yea that change doesnt makes to much sense, i mean yes you can heal great currently too with pelinals so if you gonna replace pelinals with a +max health(tank) set you could tank pretty good but i thats exactly what i mean, its still somewhat strange on a werewolf to focus on tank [but without a taunt], while they clearly dont want werewolves as tanks [or they'd have added a taunt].

    There is this one set where you use a charge ability it taunts the enemy. But I can’t remember if it works on werewolf pounce.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
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