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].
Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »
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.
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.
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.
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?
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.
Amdar_Godkiller 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.
JamieAubrey wrote: »I've NEVER seen a WW in PvP
Amdar_Godkiller 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.
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.
Amdar_Godkiller wrote: »Amdar_Godkiller 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.
Amdar_Godkiller wrote: »Amdar_Godkiller 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.
Amdar_Godkiller wrote: »
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.
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.
KeiruNicrom wrote: »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
JamieAubrey wrote: »I've NEVER seen a WW in PvP
Amdar_Godkiller wrote: »Amdar_Godkiller 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.
Amdar_Godkiller wrote: »Amdar_Godkiller 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.
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.
S1ipperyJim 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.
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
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].