FenrisWolf1136 wrote: »JusticeSouldier wrote: »Your previous suggestions in this thread are just more ways to nerf werewolf (even tho you claim it´s the opposite, your suggestions are just further nerfs).
my suggestions are about redesign.
It can mean nerf in some aspects and/or make them stronger in another.
actually i don't care what name have smart changes.
clear?
Werewolfs never needed a redesign, they needed minor changes and bugfixes. Been saying that since wolfhunter was released.
Right? They still haven't fixed the bug from when you bite someone, the animation doesn't play. That would be nice to have fixed at some point. But yeah, some good stat changes and bug fixes would be great.
They don't need it, but i would not opposed to a "redesign" if it could expand on them and give werewolves a larger tool set while keeping a similar feel though. Something with a longer timer so i can keep werewolf form up in march of sacrifices through the entire indrik hunt and make full use of the boon to be immune to their teleport magic... 😅
The reason I say werewolf doesn't need a redesign is because everytime werewolf get any overhaul or "too much attention", it ends up with new bugs and impaired functionality.
From what I can tell (based on experience and bug-testing werewolf since pre-wolfhunter), werewolf is a mess when it comes to coding and implementing new things, and it's obvious that ZOS can't deal with it properly (I don't know anything about coding/programming so not claiming it's an easy task).
Just look at Wrathstone where ZOS literally failed to fix a bug with the Pursuit passive didn't restore enough stamina + didn't interact correctly with off-balance effect (you can check my discussion/topic history if you're interested in reading about it). Instead of fixing the bug, ZOS changed the Pursuit passive to appeal correctly to the new bug (hence why Pursuit is 50% more stamina return and not 100% as it used to be)
This is just one of many examples that occurs with werewolfs. And the more ZOS mess with it, the more bugs appear.
And regarding Marches of Sacrifice:
I always found it ridiculous that you never had the ability to have permanent werewolf form inside Hircine's realm. If anything, Marches of Sacrifice should allow permanent werewolf form as a unique feature.
Tommy_The_Gun wrote: »Sorry for of-topic, but if you see someone troll-like talking gibberish that is only trying to trigger ppl, then simply ignore it. The thread will stay longer alive and "open" that way.
Anyway, The "math" YouTuber did a video on PTS WW:https://www.youtube.com/watch?v=_Q0zVyDW1DY
Basically saying: If you are using Pack Leader, Switch to WW Berserker, but even then you will have no place in PvE.
I also assume, that even if the guy is probably referring to vet dungeons, pugging normal dungeons will also be difficult, as pugs tend to follow the meta, so the moment you transform to WW, you will get kicked....(just a grim prediction).
Which is what I would like to ask:
Pack Leader is now trash in both PvE & PvP.
Werewolf Berserker is now simply not worth it in PvE and (because of bleed changes) probably in PvP too.
So basically... what is its purpose ? I mean use-case ? You know, aside from RP, why would any one even use WW at all ?
Vamps can be used for both PvE & PvP (and in 99% they are mandatory for that), but WW is not even close to non - WW on live, and after next patch it will be even further...
Don't you see the paradox ? WW as an ultimate ability is the most expensive one in game, but at the same it is the.. worst.. ultimate in game.
liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
I don't know why you say this, werewolf got a small nerf to dps. The aoe damage was increased and range of light attacks and heavy attacks was also increased, which is very helpful in trials and dungeons that have "stay away from melee range, no overlap, or hold movement mechanics"
As characters in werewolf put a unique debuff on pounce that increases dot damage against the target by 8% for x seconds. That way Werewolves have a unique way to increase group damage, making the werewolf more dynamic while not over buffing damage capabilities of a solo werewolf in pvp or pve.
Endgame pve'rs would be more inclined to take on a werewolf into their group, because the difference in damage could be made up by the overall increase the group's total damage output.
liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
I don't know why you say this, werewolf got a small nerf to dps. The aoe damage was increased and range of light attacks and heavy attacks was also increased, which is very helpful in trials and dungeons that have "stay away from melee range, no overlap, or hold movement mechanics"
As characters in werewolf put a unique debuff on pounce that increases dot damage against the target by 8% for x seconds. That way Werewolves have a unique way to increase group damage, making the werewolf more dynamic while not over buffing damage capabilities of a solo werewolf in pvp or pve.
Endgame pve'rs would be more inclined to take on a werewolf into their group, because the difference in damage could be made up by the overall increase the group's total damage output.
The dmg nerf was huge in my opinion
liningtonsweldingb16_ESO wrote: »Unfortunately I’m not on test server with you.. but 14%dmg decrease to howl and 17% la damage at least on paper sounds like it should be a much greater drop off than 1.87%... Also why compare the pact leader on live to the berserker on test? What kind of dmg difference are you getting when using the breaker exclusively? Also what’s pact leader dmg numbers looking like when compared to live?
I may not be on test with you but I’m not *** enough to believe that a 17% nerf to la dmg and a 14% dmg nerf to your spammable equals a 1.87% damage loss. Sorry
liningtonsweldingb16_ESO wrote: »Unfortunately I’m not on test server with you.. but 14%dmg decrease to howl and 17% la damage at least on paper sounds like it should be a much greater drop off than 1.87%... Also why compare the pact leader on live to the berserker on test? What kind of dmg difference are you getting when using the breaker exclusively? Also what’s pact leader dmg numbers looking like when compared to live?
I may not be on test with you but I’m not *** enough to believe that a 17% nerf to la dmg and a 14% dmg nerf to your spammable equals a 1.87% damage loss. Sorry
Cost reduction of howl allows you to cast it more frequently. Packleader got severely nerfed in pve, it lost bleed damage and the dire wolf damage was gutted. It is not a dps morph anymore, but a utility/support morph, providing minor main and snares to its targets.
Meanwhile all bleeds were changed to respect armor on a target. Berserker bleed damage was buffed by 25%. In a trial Scenario your target is stripped of nearly all resistance allowing you to pack a little bit of pen to fully ignore all of its armor.
So I compared best dps choice of last patch vs best dps choice of this patch.
liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »Unfortunately I’m not on test server with you.. but 14%dmg decrease to howl and 17% la damage at least on paper sounds like it should be a much greater drop off than 1.87%... Also why compare the pact leader on live to the berserker on test? What kind of dmg difference are you getting when using the breaker exclusively? Also what’s pact leader dmg numbers looking like when compared to live?
I may not be on test with you but I’m not *** enough to believe that a 17% nerf to la dmg and a 14% dmg nerf to your spammable equals a 1.87% damage loss. Sorry
Cost reduction of howl allows you to cast it more frequently. Packleader got severely nerfed in pve, it lost bleed damage and the dire wolf damage was gutted. It is not a dps morph anymore, but a utility/support morph, providing minor main and snares to its targets.
Meanwhile all bleeds were changed to respect armor on a target. Berserker bleed damage was buffed by 25%. In a trial Scenario your target is stripped of nearly all resistance allowing you to pack a little bit of pen to fully ignore all of its armor.
So I compared best dps choice of last patch vs best dps choice of this patch.
So have you tested using the same gear you used on live?
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
What is human parse?
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
What is human parse?
LOL , non WW form ...
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
What is human parse?
LOL , non WW form ...
Still don't know what that is...
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
What is human parse?
LOL , non WW form ...
Still don't know what that is...
ROFL , the parse result when you are in non-WW form . That's part of WW , we do damages in 2 different forms because we cannot keep the WW uptime 100%
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
But in all seriousness I only dps as a werewolf. So I really never seriously parsed as non-wolf dps.
WW build is still ok, in terms of damages when WW is up. Actually all meta stam builds hit harder than WW currently at anytime , there is no reason we still run WW, the dev you gotta think clearly, cost vs reward concept.
WW are dead brainer? Meta build rotation is more difficult?
Think about it, how long the WW uptime in the trial, 50 percent? 30 percent?
Chrlynsch, you hit pretty hard than every WW here, thats impresseive, and hows your human parse?
But in all seriousness I only dps as a werewolf. So I really never seriously parsed as non-wolf dps.
Beside the 12 man trials , I think you also play 4 man dungeons , uptime is still a big problem to WW, it affect our overall performance ,
Say for example , ROM final , boss curse break our WW form , it's impossible to gain the Utimate again at the critical moment , so as a WW dps , we have to play well in both WW and non WW form .
One more example , FV final , we also lose the WW form once we enter mickey phase .
So , the dev really have to think about the WW damages seriously in different scenario .
8 WW DPS in trial , it's really powerful I know , you guys could empower each other , but it's not gonna happen usually unless you guys always play together or in same guild .
You are comparing 2 morphs. How much dmg Pack Leader lost ? vs PTS Pack Leader ?liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
I don't know why you say this, werewolf got a small nerf to dps. The aoe damage was increased and range of light attacks and heavy attacks was also increased, which is very helpful in trials and dungeons that have "stay away from melee range, no overlap, or hold movement mechanics"
As characters in werewolf put a unique debuff on pounce that increases dot damage against the target by 8% for x seconds. That way Werewolves have a unique way to increase group damage, making the werewolf more dynamic while not over buffing damage capabilities of a solo werewolf in pvp or pve.
Endgame pve'rs would be more inclined to take on a werewolf into their group, because the difference in damage could be made up by the overall increase the group's total damage output.
The dmg nerf was huge in my opinion
From my testing:
My werewolf dps on an iron went from 85.5 (Packleader), to 83.9 (Berserker) damage, decrease of 1.87%. How much did your damage vary?
liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
I don't know why you say this, werewolf got a small nerf to dps. The aoe damage was increased and range of light attacks and heavy attacks was also increased, which is very helpful in trials and dungeons that have "stay away from melee range, no overlap, or hold movement mechanics"
As characters in werewolf put a unique debuff on pounce that increases dot damage against the target by 8% for x seconds. That way Werewolves have a unique way to increase group damage, making the werewolf more dynamic while not over buffing damage capabilities of a solo werewolf in pvp or pve.
Endgame pve'rs would be more inclined to take on a werewolf into their group, because the difference in damage could be made up by the overall increase the group's total damage output.
The dmg nerf was huge in my opinion
From my testing:
My werewolf dps on an iron went from 85.5 (Packleader), to 83.9 (Berserker) damage, decrease of 1.87%. How much did your damage vary?
jediodyn_ESO wrote: »liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
I don't know why you say this, werewolf got a small nerf to dps. The aoe damage was increased and range of light attacks and heavy attacks was also increased, which is very helpful in trials and dungeons that have "stay away from melee range, no overlap, or hold movement mechanics"
As characters in werewolf put a unique debuff on pounce that increases dot damage against the target by 8% for x seconds. That way Werewolves have a unique way to increase group damage, making the werewolf more dynamic while not over buffing damage capabilities of a solo werewolf in pvp or pve.
Endgame pve'rs would be more inclined to take on a werewolf into their group, because the difference in damage could be made up by the overall increase the group's total damage output.
The dmg nerf was huge in my opinion
From my testing:
My werewolf dps on an iron went from 85.5 (Packleader), to 83.9 (Berserker) damage, decrease of 1.87%. How much did your damage vary?
You’re comparing the dps you did as pack leader on live (wolf defense and utility) to the dps you can do as berserker on PTS (vulnerably naked raw damage) it’s less, and you don’t understand what a huge loss that is!?
Someone please link me the streamer or YouTube content creator who is dominating high level MMR battlegrounds or duels with a black berserker wolf.
On PTS there I gave up on trying to find BGs, and I actually killed more players in duels out of wolf form, without an ultimate, than I could as a werewolf. Tagging the ultimate should be a good thing, not a death sentence.
Here are my phrases. Highest Elsweyr parse on the packleader vs scalebreaker Berserker.jediodyn_ESO wrote: »liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »I’ll do it for you then.
Werewolves have no place in pve after this goes live
I don't know why you say this, werewolf got a small nerf to dps. The aoe damage was increased and range of light attacks and heavy attacks was also increased, which is very helpful in trials and dungeons that have "stay away from melee range, no overlap, or hold movement mechanics"
As characters in werewolf put a unique debuff on pounce that increases dot damage against the target by 8% for x seconds. That way Werewolves have a unique way to increase group damage, making the werewolf more dynamic while not over buffing damage capabilities of a solo werewolf in pvp or pve.
Endgame pve'rs would be more inclined to take on a werewolf into their group, because the difference in damage could be made up by the overall increase the group's total damage output.
The dmg nerf was huge in my opinion
From my testing:
My werewolf dps on an iron went from 85.5 (Packleader), to 83.9 (Berserker) damage, decrease of 1.87%. How much did your damage vary?
You’re comparing the dps you did as pack leader on live (wolf defense and utility) to the dps you can do as berserker on PTS (vulnerably naked raw damage) it’s less, and you don’t understand what a huge loss that is!?
Someone please link me the streamer or YouTube content creator who is dominating high level MMR battlegrounds or duels with a black berserker wolf.
On PTS there I gave up on trying to find BGs, and I actually killed more players in duels out of wolf form, without an ultimate, than I could as a werewolf. Tagging the ultimate should be a good thing, not a death sentence.
On live the packleader does more damage in pve than Berserker. But with update 23 pack leader's damage was nerfed in order to provide utility (bleeds removed, heavy attack removed, direwolf damage nerfed) , and Berserker damage was buffed for pve.
I am not debating that pack leader in pve is viable for pve dps in update 23, only that werewolf (Berserker) is.
perditioner wrote: »Can you record a parse please @Chrlynsch? Be useful to see your rotation. What sets and cp and poisons are you using?
perditioner wrote: »Can you record a parse please @Chrlynsch? Be useful to see your rotation. What sets and cp and poisons are you using?
https://forums.elderscrollsonline.com/en/discussion/comment/6232977/#Comment_6232977
I did one for my werewolf guild the other day and posted in this thread, superstar at the beginning, metrics report at the end.