WW was nerfed hard or at least on paper it looks that way. One reason I believe it was nerfed so much was because in BG's under 50 they were just to strong. Their heals and damage was to much compared with what was available to other builds in under 50.
WW was nerfed hard or at least on paper it looks that way. One reason I believe it was nerfed so much was because in BG's under 50 they were just to strong. Their heals and damage was to much compared with what was available to other builds in under 50.
I've a very hard time thinking ZOS ever make balance changes due to how something performs in sub-50 BG´s. Reason people get facerolled in sub-50 is because new players get matched against seasoned players, and in those scenarios it doesn't matter what the seasoned player use (like it literally doesn't matter), he/she will come out on top everytime.
WW was nerfed hard or at least on paper it looks that way. One reason I believe it was nerfed so much was because in BG's under 50 they were just to strong. Their heals and damage was to much compared with what was available to other builds in under 50.
I've a very hard time thinking ZOS ever make balance changes due to how something performs in sub-50 BG´s. Reason people get facerolled in sub-50 is because new players get matched against seasoned players, and in those scenarios it doesn't matter what the seasoned player use (like it literally doesn't matter), he/she will come out on top everytime.
WW was nerfed hard or at least on paper it looks that way. One reason I believe it was nerfed so much was because in BG's under 50 they were just to strong. Their heals and damage was to much compared with what was available to other builds in under 50.
I've a very hard time thinking ZOS ever make balance changes due to how something performs in sub-50 BG´s. Reason people get facerolled in sub-50 is because new players get matched against seasoned players, and in those scenarios it doesn't matter what the seasoned player use (like it literally doesn't matter), he/she will come out on top everytime.
As I said I think that is just one reason they nerfed them so hard. I certainly don't believe that is the only reason.
Werewolf isn’t worth slotting anymore. Better damage, healing, tankiness, mobility, group utility, solo play as humanoid form. Werewolf is more and more a role play thing.
liningtonsweldingb16_ESO wrote: »How about a 10% nerf to light damage, a 7% nerf to howl and a 7% nerf to the heal and go from there? Silver bolt spammable behind an onslaught Ult is already going to bring huge issues in pvp!
Amdar_Godkiller wrote: »Lord_Eomer wrote: »perditioner wrote: »Lord_Eomer wrote: »Were Wolves in Battleground less than 50 Level are simply over powered currently,
ZOS is on a right direction, i believe they should not buff WW and review situation till Q4 2019 or Q1 2020 patch.
You want all the werewolves in lower than 50 battlegrounds? They won't be anywhere else
if ZOS can not balance then Yes
as currently it seems ZOS can not balance and WW will too much OP in BG less than 50.
Then we should get rid of under 50 BGs. They don't really serve a purpose anyway since we have level-scaling.
Seraphayel wrote: »Amdar_Godkiller wrote: »Lord_Eomer wrote: »perditioner wrote: »Lord_Eomer wrote: »Were Wolves in Battleground less than 50 Level are simply over powered currently,
ZOS is on a right direction, i believe they should not buff WW and review situation till Q4 2019 or Q1 2020 patch.
You want all the werewolves in lower than 50 battlegrounds? They won't be anywhere else
if ZOS can not balance then Yes
as currently it seems ZOS can not balance and WW will too much OP in BG less than 50.
Then we should get rid of under 50 BGs. They don't really serve a purpose anyway since we have level-scaling.
Yes remove every kind of fun players can have in PvP before they hit the brick wall that’s max gear max CP PvP at 50. Great idea.
Everyone who played a new toon recently and did some PvP knows how ridiculously overpowered Werewolf was in <50 PvP. Their (AoE!) damage, their healing capabilities, their defensive capabilities - it’s just laughable how easy you can achieve an OP build by just becoming Werewolf.
I agree that the focus never should lie on <50 but it should be considered when changes are made.
It takes 1 day (8 hours) of gameplay to 50. I’m sorry your first 8 hours of game experience was so terrible. I mean... it’s not like the game doesn’t have all sorts of other content. And yes, Max Level cp experience is way different than first 8 hours in the game. You haven’t even gathered enough skill points or passives or additional skill lines yet or gear.
WW was nerfed hard or at least on paper it looks that way. One reason I believe it was nerfed so much was because in BG's under 50 they were just to strong. Their heals and damage was to much compared with what was available to other builds in under 50.
TankHealz2015 wrote: »Werewolf on live is great fun in both PvE and PvP.
I always thought it was a high damage, high risk, high cost, RP option
PvE you have limited utility skills, high costs, and semi-gimp your self when out of form.
PvP you get instantly mass targeted the moment you transform and are at risk of Fighter guild skills.
Revert changes back to live. They just recently buffed WW to greatness.
Are they really OP?
If WW is over-performing in a certain way, perhaps small/specific adjustments would be enough?
My thoughts:
Allow WW pounce skill to work as a "charge" ability.
This would open armor set variety/possibilities:
Tormentor + Claw of Yolnakhriim + Curse of Dolymesh + Undaunted Bastion + Vanguard's Challenge + others
Increase Fighter's Guild damage/utility versus undead/vampires/WW
This would be a shout out to RP play in both PvE and PvP and add increased risk/reward/counter-play for all
Ideas:
1. Reveal undead/vampire/WW whenever you activate a FG skill.
2. X% chance to proc additional fire damage when attacking undead/vampire/WW.
3. When you kill an undead/vampire/WW you gain X bonus for X seconds.
4. If an undead/vampire/WW dies while CC'ed in your trap, your next trap is free cost for x seconds
Allow for Fighter Guild to really be a RP theme build-- "Vampire/WW Hunter Killer".
JusticeSouldier wrote: »Well, before such details i have an issue with Werewolf concept in game in genarl now.
It has now high damage, with bleed on light attacks which comes without reliable visual and sound effects.
it has high healing.
and .... it has higher resists... wtf? here guys even trying to think abount tanking at werewolf...
Here is my issue...
Why beast without armour is tanky?
it should be berserk, with big damage, high regeneration-vitality-healing.
Maybe with higher Max health also, like bone Goliaph...
But no resists bonus.
And if to say about Pack leader morf like an "utility" with minor maim...wtf?
Pack leader original design was if i remember right to empower somehow another werewolfes when group play...
It was not bad idea and it could be reintroduced in a viable way.
These pets targetable or not are annoying crap constucted at a luck of imagination surrogate.
My idea for this morf - to remove these pets, and to make some werewolf skills work different when u're Pack leader to grant some support to others. Like Healing to others, or minor savagery/berserk/vitality...
@ZOS_BrianWheeler @ZOS_Gilliam
Werewolf is a beast without weapons in hands and without armor - resists is ridiculous absurd!
Change it please.
TankHealz2015 wrote: »Werewolf on live is great fun in both PvE and PvP.
I always thought it was a high damage, high risk, high cost, RP option
PvE you have limited utility skills, high costs, and semi-gimp your self when out of form.
PvP you get instantly mass targeted the moment you transform and are at risk of Fighter guild skills.
Revert changes back to live. They just recently buffed WW to greatness.
Are they really OP?
If WW is over-performing in a certain way, perhaps small/specific adjustments would be enough?
My thoughts:
Allow WW pounce skill to work as a "charge" ability.
This would open armor set variety/possibilities:
Tormentor + Claw of Yolnakhriim + Curse of Dolymesh + Undaunted Bastion + Vanguard's Challenge + others
Increase Fighter's Guild damage/utility versus undead/vampires/WW
This would be a shout out to RP play in both PvE and PvP and add increased risk/reward/counter-play for all
Ideas:
1. Reveal undead/vampire/WW whenever you activate a FG skill.
2. X% chance to proc additional fire damage when attacking undead/vampire/WW.
3. When you kill an undead/vampire/WW you gain X bonus for X seconds.
4. If an undead/vampire/WW dies while CC'ed in your trap, your next trap is free cost for x seconds
Allow for Fighter Guild to really be a RP theme build-- "Vampire/WW Hunter Killer".
JusticeSouldier wrote: »Well, before such details i have an issue with Werewolf concept in game in genarl now.
It has now high damage, with bleed on light attacks which comes without reliable visual and sound effects.
it has high healing.
and .... it has higher resists... wtf? here guys even trying to think abount tanking at werewolf...
Here is my issue...
Why beast without armour is tanky?
it should be berserk, with big damage, high regeneration-vitality-healing.
Maybe with higher Max health also, like bone Goliaph...
But no resists bonus.
And if to say about Pack leader morf like an "utility" with minor maim...wtf?
Pack leader original design was if i remember right to empower somehow another werewolfes when group play...
It was not bad idea and it could be reintroduced in a viable way.
These pets targetable or not are annoying crap constucted at a luck of imagination surrogate.
My idea for this morf - to remove these pets, and to make some werewolf skills work different when u're Pack leader to grant some support to others. Like Healing to others, or minor savagery/berserk/vitality...
@ZOS_BrianWheeler @ZOS_Gilliam
Werewolf is a beast without weapons in hands and without armor - resists is ridiculous absurd!
Change it please.
@Chrlynsch will have to correct me if I´m wrong here, but afaik, werewolfs in the elder scrolls lore are known for their robust "werewolf hide", so werewolf having the extra resistance is far from absurd, it´s even lorefriendly.
As it stands now on PTS werewolf lack both offensive and defensive capacities. Removing or reducing the extra resistance you get from transforming.....well, then you might as well just delete werewolf from any kind of PvE or PvP context in the game.
JusticeSouldier wrote: »Well, before such details i have an issue with Werewolf concept in game in genarl now.
It has now high damage, with bleed on light attacks which comes without reliable visual and sound effects.
it has high healing.
and .... it has higher resists... wtf? here guys even trying to think abount tanking at werewolf...
Here is my issue...
Why beast without armour is tanky?
it should be berserk, with big damage, high regeneration-vitality-healing.
Maybe with higher Max health also, like bone Goliaph...
But no resists bonus.
And if to say about Pack leader morf like an "utility" with minor maim...wtf?
Pack leader original design was if i remember right to empower somehow another werewolfes when group play...
It was not bad idea and it could be reintroduced in a viable way.
These pets targetable or not are annoying crap constucted at a luck of imagination surrogate.
My idea for this morf - to remove these pets, and to make some werewolf skills work different when u're Pack leader to grant some support to others. Like Healing to others, or minor savagery/berserk/vitality...
@ZOS_BrianWheeler @ZOS_Gilliam
Werewolf is a beast without weapons in hands and without armor - resists is ridiculous absurd!
Change it please.
@Chrlynsch will have to correct me if I´m wrong here, but afaik, werewolfs in the elder scrolls lore are known for their robust "werewolf hide", so werewolf having the extra resistance is far from absurd, it´s even lorefriendly.
As it stands now on PTS werewolf lack both offensive and defensive capacities. Removing or reducing the extra resistance you get from transforming.....well, then you might as well just delete werewolf from any kind of PvE or PvP context in the game.
JusticeSouldier wrote: »Well, before such details i have an issue with Werewolf concept in game in genarl now.
It has now high damage, with bleed on light attacks which comes without reliable visual and sound effects.
it has high healing.
and .... it has higher resists... wtf? here guys even trying to think abount tanking at werewolf...
Here is my issue...
Why beast without armour is tanky?
it should be berserk, with big damage, high regeneration-vitality-healing.
Maybe with higher Max health also, like bone Goliaph...
But no resists bonus.
And if to say about Pack leader morf like an "utility" with minor maim...wtf?
Pack leader original design was if i remember right to empower somehow another werewolfes when group play...
It was not bad idea and it could be reintroduced in a viable way.
These pets targetable or not are annoying crap constucted at a luck of imagination surrogate.
My idea for this morf - to remove these pets, and to make some werewolf skills work different when u're Pack leader to grant some support to others. Like Healing to others, or minor savagery/berserk/vitality...
@ZOS_BrianWheeler @ZOS_Gilliam
Werewolf is a beast without weapons in hands and without armor - resists is ridiculous absurd!
Change it please.
@Chrlynsch will have to correct me if I´m wrong here, but afaik, werewolfs in the elder scrolls lore are known for their robust "werewolf hide", so werewolf having the extra resistance is far from absurd, it´s even lorefriendly.
As it stands now on PTS werewolf lack both offensive and defensive capacities. Removing or reducing the extra resistance you get from transforming.....well, then you might as well just delete werewolf from any kind of PvE or PvP context in the game.
The Werewolf's Hide
By an Unknown Packleader
Some will tell you that our greatest strength is our hunger, or our numbers, or our rage, or our claws, or our fangs. These are fools. The gift of Hircine is not simply about weapons, but about defense.
To hunt in the great hunting grounds of our master, we must be impervious to pain, masters of our own bodies.
Many a werewolf hunter will seek your hide for this reason. They will try to wear it, or else burn it. Either way, it is your greatest prize and you should take care not to let it fall to filth and disrepair.
A wolf’s coat is the marker of his status. It bears his scars and protects his body against harm. Treat it as a nobleman treats his finery, for you are a servant of Hircine.
Too often have I encountered feral wolves with mangy coats. You are not wild dogs! You are not senseless wolves with no choice but to wander the woods as animals! You are kings among hunters!
When you are beset by enemies, when the mob comes for you, and you transform into your true self to face sword and sickle, pitchfork and pike, you will thank me. Your coat will gleam and terrify, and no blow will harm you.
liningtonsweldingb16_ESO wrote: »So you want ww resistance buff nerfed as well? You’re crazy
JusticeSouldier wrote: »JusticeSouldier wrote: »Well, before such details i have an issue with Werewolf concept in game in genarl now.
It has now high damage, with bleed on light attacks which comes without reliable visual and sound effects.
it has high healing.
and .... it has higher resists... wtf? here guys even trying to think abount tanking at werewolf...
Here is my issue...
Why beast without armour is tanky?
it should be berserk, with big damage, high regeneration-vitality-healing.
Maybe with higher Max health also, like bone Goliaph...
But no resists bonus.
And if to say about Pack leader morf like an "utility" with minor maim...wtf?
Pack leader original design was if i remember right to empower somehow another werewolfes when group play...
It was not bad idea and it could be reintroduced in a viable way.
These pets targetable or not are annoying crap constucted at a luck of imagination surrogate.
My idea for this morf - to remove these pets, and to make some werewolf skills work different when u're Pack leader to grant some support to others. Like Healing to others, or minor savagery/berserk/vitality...
@ZOS_BrianWheeler @ZOS_Gilliam
Werewolf is a beast without weapons in hands and without armor - resists is ridiculous absurd!
Change it please.
@Chrlynsch will have to correct me if I´m wrong here, but afaik, werewolfs in the elder scrolls lore are known for their robust "werewolf hide", so werewolf having the extra resistance is far from absurd, it´s even lorefriendly.
As it stands now on PTS werewolf lack both offensive and defensive capacities. Removing or reducing the extra resistance you get from transforming.....well, then you might as well just delete werewolf from any kind of PvE or PvP context in the game.
The Werewolf's Hide
By an Unknown Packleader
Some will tell you that our greatest strength is our hunger, or our numbers, or our rage, or our claws, or our fangs. These are fools. The gift of Hircine is not simply about weapons, but about defense.
To hunt in the great hunting grounds of our master, we must be impervious to pain, masters of our own bodies.
Many a werewolf hunter will seek your hide for this reason. They will try to wear it, or else burn it. Either way, it is your greatest prize and you should take care not to let it fall to filth and disrepair.
A wolf’s coat is the marker of his status. It bears his scars and protects his body against harm. Treat it as a nobleman treats his finery, for you are a servant of Hircine.
Too often have I encountered feral wolves with mangy coats. You are not wild dogs! You are not senseless wolves with no choice but to wander the woods as animals! You are kings among hunters!
When you are beset by enemies, when the mob comes for you, and you transform into your true self to face sword and sickle, pitchfork and pike, you will thank me. Your coat will gleam and terrify, and no blow will harm you.
I can write same "lore " for each poor idea, I've got because had bad day and was tired at a workin place before deadline.
Hide is hide, not metall cuirass, not dragon scales, not magic bounded armor.
it's just hide, skin with hair.