liningtonsweldingb16_ESO wrote: »liningtonsweldingb16_ESO wrote: »It’s clear from each PTS patch that they are actively listening to feedback on many things. I don’t get why Werewolf has had absolute silence, despite getting quite a few changes - which are more impactful than any of my other characters are experiencing.
Just say you think you did a good job and Werewolves are perfect now, if that’s what you think...
Doesn’t help you get some werewolves defending the state of wws on pts...
Posting parses and countering complaints made by other players is kind of a stupid thing to do.. but then again these guys are pvers and they have no idea how *** wws are going to be in pvp
Holy smokes am I a pve'r now?!
You seem like one tbh
I could tell that many of the complaints came from those who hadn't actually tested the changes, and that others still had room to adapt to the changes.
What doesn't do any of us any good is jumping to conclusions, be it about changes to the game, or about their fellow player's expertise.
Lord_Eomer wrote: »Seems like nerf bomb will last this patch to WW,
ZOS is not showing any sign for WW changes.
liningtonsweldingb16_ESO wrote: »Lord_Eomer wrote: »Seems like nerf bomb will last this patch to WW,
ZOS is not showing any sign for WW changes.
Unfortunately you are correct.. time to brainstorm some new builds ww isn’t going to be good enough to justify running an even gimpier human form to make it at all affective.. RIP WW at least for now
T3hasiangod wrote: »Please do not misquote my videos or use my videos in a manner that comes to false conclusions.
jediodyn_ESO wrote: »T3hasiangod wrote: »Please do not misquote my videos or use my videos in a manner that comes to false conclusions.
Please do not make false statements based on gross hypothetical assumptions. As a content creator posting your content here to this forum, you have a responsibility to make responsible statements that will not mislead the less savvy, which sadly probably includes the development team.
In the first thirty seconds of your video you make the most ignorant statement that will induce reflex facepalm for any PvP player who's done even one duel on the PTS server. "...that will largely effect PvE people, less so for PvP... not really going to affect PvP too much..." These changes ENORMOUSLY affect PvP. The berserker WW build doesn't come close to having the survivability and use of the pack leader because of the pets providing targeting defense, constant damage, and utility.
You then go on to say "...anyways I'm not really focused in on PvP..." So don't misinform people about it!!! It's OK that you don't PvP much, or clearly enough to understand how these changes will be affecting those of us who do, but at least don't inject your totally ignorant opinion into the first (aka most watched) 30 seconds of your otherwise data driven video.
FOR EVERYONE WHO THINKS THAT SWITCHING FROM PACKLEADER TO BERSERKER IS NOT A BIG DEAL (PvP or PvE)
You are missing the huge point that the pets provide a ton of damage reduction. All these YouTubers doing parses on a dummy and saying "oh, look, the damage wont change that much" are missing the huge point that every hit one of your pets take is a hit that you, or someone in your raid, is not taking. This is a giant change and a huge nerf. It speaks oceans about bad balancing that in the current version the "utility" WW morph actually does more damage than the dps morph! Making youtube videos of banging on stationary objects while using the best WW addons (not available to the entire console population) does not fairly represent the severe impact of these nerfs.
The current balancing changes are awful, clearly poorly researched, and poorly thought through. If the rumors about this entire skill line getting nerfed for under 50 BG pvp are true, then the dev team should feel ashamed. WW is not at all competitive in end game PvP or PvE, and making it even worse (right before the Halloween holiday $ea$on) is a poorly implemented design move.
I'll let Bruce Lee explain my point:
jediodyn_ESO wrote: »T3hasiangod wrote: »Please do not misquote my videos or use my videos in a manner that comes to false conclusions.
Please do not make false statements based on gross hypothetical assumptions. As a content creator posting your content here to this forum, you have a responsibility to make responsible statements that will not mislead the less savvy, which sadly probably includes the development team.
In the first thirty seconds of your video you make the most ignorant statement that will induce reflex facepalm for any PvP player who's done even one duel on the PTS server. "...that will largely effect PvE people, less so for PvP... not really going to affect PvP too much..." These changes ENORMOUSLY affect PvP. The berserker WW build doesn't come close to having the survivability and use of the pack leader because of the pets providing targeting defense, constant damage, and utility.
You then go on to say "...anyways I'm not really focused in on PvP..." So don't misinform people about it!!! It's OK that you don't PvP much, or clearly enough to understand how these changes will be affecting those of us who do, but at least don't inject your totally ignorant opinion into the first (aka most watched) 30 seconds of your otherwise data driven video.
FOR EVERYONE WHO THINKS THAT SWITCHING FROM PACKLEADER TO BERSERKER IS NOT A BIG DEAL (PvP or PvE)
You are missing the huge point that the pets provide a ton of damage reduction. All these YouTubers doing parses on a dummy and saying "oh, look, the damage wont change that much" are missing the huge point that every hit one of your pets take is a hit that you, or someone in your raid, is not taking. This is a giant change and a huge nerf. It speaks oceans about bad balancing that in the current version the "utility" WW morph actually does more damage than the dps morph! Making youtube videos of banging on stationary objects while using the best WW addons (not available to the entire console population) does not fairly represent the severe impact of these nerfs.
The current balancing changes are awful, clearly poorly researched, and poorly thought through. If the rumors about this entire skill line getting nerfed for under 50 BG pvp are true, then the dev team should feel ashamed. WW is not at all competitive in end game PvP or PvE, and making it even worse (right before the Halloween holiday $ea$on) is a poorly implemented design move.
I'll let Bruce Lee explain my point:
I'm glad to see that you are passionate about werewolf, as many of us are. But let me enlighten you.
That T3hasiangod didn't post his video to the forum, someone else did.
I don't disagree with your point about pack leader effectiveness in pvp or even solo pve. The about of damage that your direwolves take currently is a big bonus to having them. But...
In group pve content (Dungeon or raid) The dires don't do what you say they do. Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
So when I and other players say "oh, look, the damage wont change that much". We are correct.
liningtonsweldingb16_ESO wrote: »jediodyn_ESO wrote: »T3hasiangod wrote: »Please do not misquote my videos or use my videos in a manner that comes to false conclusions.
Please do not make false statements based on gross hypothetical assumptions. As a content creator posting your content here to this forum, you have a responsibility to make responsible statements that will not mislead the less savvy, which sadly probably includes the development team.
In the first thirty seconds of your video you make the most ignorant statement that will induce reflex facepalm for any PvP player who's done even one duel on the PTS server. "...that will largely effect PvE people, less so for PvP... not really going to affect PvP too much..." These changes ENORMOUSLY affect PvP. The berserker WW build doesn't come close to having the survivability and use of the pack leader because of the pets providing targeting defense, constant damage, and utility.
You then go on to say "...anyways I'm not really focused in on PvP..." So don't misinform people about it!!! It's OK that you don't PvP much, or clearly enough to understand how these changes will be affecting those of us who do, but at least don't inject your totally ignorant opinion into the first (aka most watched) 30 seconds of your otherwise data driven video.
FOR EVERYONE WHO THINKS THAT SWITCHING FROM PACKLEADER TO BERSERKER IS NOT A BIG DEAL (PvP or PvE)
You are missing the huge point that the pets provide a ton of damage reduction. All these YouTubers doing parses on a dummy and saying "oh, look, the damage wont change that much" are missing the huge point that every hit one of your pets take is a hit that you, or someone in your raid, is not taking. This is a giant change and a huge nerf. It speaks oceans about bad balancing that in the current version the "utility" WW morph actually does more damage than the dps morph! Making youtube videos of banging on stationary objects while using the best WW addons (not available to the entire console population) does not fairly represent the severe impact of these nerfs.
The current balancing changes are awful, clearly poorly researched, and poorly thought through. If the rumors about this entire skill line getting nerfed for under 50 BG pvp are true, then the dev team should feel ashamed. WW is not at all competitive in end game PvP or PvE, and making it even worse (right before the Halloween holiday $ea$on) is a poorly implemented design move.
I'll let Bruce Lee explain my point:
I'm glad to see that you are passionate about werewolf, as many of us are. But let me enlighten you.
That T3hasiangod didn't post his video to the forum, someone else did.
I don't disagree with your point about pack leader effectiveness in pvp or even solo pve. The about of damage that your direwolves take currently is a big bonus to having them. But...
In group pve content (Dungeon or raid) The dires don't do what you say they do. Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
So when I and other players say "oh, look, the damage wont change that much". We are correct.
The dmg in pve won’t change that much running bis pve gear where all’s you do is light attack and keep dots up... in pvp the dmg and the burst is GREATLY reduced on paper. As well as the survivability being gutted In many different ways... silver bolt buff, poison arrow buff, enormous heal nerf, I can go on and on
I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
However, the high damage and burst potential of werewolves after getting buffed caused some issues in pvp. The only really large counter to werewolves was the extra damage poison vulnerability calculation overperforming and the psychological tendency for every single bow user to target a werewolf out of a group because of that known vulnerability, as well as the clear issues with how easy it is to CC werewolves that are supposed to be a mobile class.
Disagree slightly, werewolf´s heal should keep a bursty nature. The counter play to take down a werewolf should be through sustained pressure in my opinion. The only change the heal should get is to lower the potency. Otherwise it´s fine.Hircine's -
This is a myth and I´ve tested this myself. It´s a visual "glitch" that makes it look like your light attacks becomes faster after a heavy attack, but the actual speed isn´t different compared to spamming light attack without a heavy attack before.There's also that hidden feature of increasing the speed of your next light attacks after a heavy from old mechanics that while neat does not actually add interesting gameplay.
Werewolf´s has lost damage almost every single patch since Summerset, not the other way around (a combination of bugs and indirect nerfs). So I´ve lowkey no idea where you get this idea from that werewolf has more damage potential than other specs. .
And the main counter to werewolfs has never been poison damage (while I´m aware of the vulnerability calculations changed a while ago), but snares, roots, defiles and sustained pressure. Giving werewolf snare-immunity removes any healthy counterplay. Werewolfs should not get snare immunity in their toolkit..
Disagree slightly, werewolf´s heal should keep a bursty nature. The counter play to take down a werewolf should be through sustained pressure in my opinion. The only change the heal should get is to lower the potency. Otherwise it´s fine.
This is a myth and I´ve tested this myself. It´s a visual "glitch" that makes it look like your light attacks becomes faster after a heavy attack, but the actual speed isn´t different compared to spamming light attack without a heavy attack before.
And regarding the rest of your suggestions about Baseline changes:
Werewolfs doesn´t need major overhauls, the major overhaul in Wolfhunter is what caused all this mess we´ve now. Small changes is what´s needed, not total reworks.
Otherwise I can see the idea with your other suggestions. Werewolf need more group utility, but at the same time it needs to be viable for solo play in PvP.
Werewolf´s has lost damage almost every single patch since Summerset, not the other way around (a combination of bugs and indirect nerfs). So I´ve lowkey no idea where you get this idea from that werewolf has more damage potential than other specs. .
I've played Werewolf in pvp for a very long time. I'm specifically referring to the changes in the wolfhunter patch originally where while we lost some of the CC on pounce/howl, we gained quite a bit of survival and LA damage that increased our burst potential which was already high. That combined with some really bugged mechanics like the enchant issues and the overperforming heal meant there was legitimate criticism to werewolf overperforming. Those are what the subsequent nerfs were in response to and didn't fix the primary issues while hurting werewolves in pve.And the main counter to werewolfs has never been poison damage (while I´m aware of the vulnerability calculations changed a while ago), but snares, roots, defiles and sustained pressure. Giving werewolf snare-immunity removes any healthy counterplay. Werewolfs should not get snare immunity in their toolkit..
I did mention that was one of the counterplays to werewolves, and you already have access to people purging you in groups and immobilization potions like every other class. They don't overperform in group pvp and immobilization pots don't break werewolves so all evidence would say you are wrong. Adding a fundamental requirement of melee play in pvp to their toolkit isn't problematic.Disagree slightly, werewolf´s heal should keep a bursty nature. The counter play to take down a werewolf should be through sustained pressure in my opinion. The only change the heal should get is to lower the potency. Otherwise it´s fine.
I think it overperforms in pve in some places, and changing the pve morph to a hot is better for pve and would not affect the bursty nature of the pvp morph while differentiating them better.This is a myth and I´ve tested this myself. It´s a visual "glitch" that makes it look like your light attacks becomes faster after a heavy attack, but the actual speed isn´t different compared to spamming light attack without a heavy attack before.
I wouldn't say that is a myth then, I was not aware there was desync between, as its not really in any way gameplay increasing I didn't bother to test. Thanks for the clarification. That being said there is definitely a mechanic in game already to increase werewolf light attack speed through bloodmoon.And regarding the rest of your suggestions about Baseline changes:
Werewolfs doesn´t need major overhauls, the major overhaul in Wolfhunter is what caused all this mess we´ve now. Small changes is what´s needed, not total reworks.
Otherwise I can see the idea with your other suggestions. Werewolf need more group utility, but at the same time it needs to be viable for solo play in PvP.
From a pvp perspective, especially solo or BGs I can see, but have you tried to PvE at all? There are fundamental issues to werewolves that have been exacerbated by recent nerfs that came from a PvP focus that they went from 'okay' to 'bad' to 'unplayable' and this constant back and forth between trying to make them viable in pve and pvp means they really need to be looked at from a design perspective. Nothing I suggested is drastic except for the heavy attack changes.
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Notice how I state solo pve in the paragraph before hand?
Your pets stop working like that once around other groupmates. I could upload 2 hours of trial play with 8 pack leaders and 16 direwolf that never take a single hit or aggro off of a mob.
But since uploading video evidence is taboo, I will leave it in your court. Please show me a video of you in a dungeon or raid, with other players where the wolves draw aggro.
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Notice how I state solo pve in the paragraph before hand?
Your pets stop working like that once around other groupmates. I could upload 2 hours of trial play with 8 pack leaders and 16 direwolf that never take a single hit or aggro off of a mob.
But since uploading video evidence is taboo, I will leave it in your court. Please show me a video of you in a dungeon or raid, with other players where the wolves draw aggro.
@jediodyn_ESO @FenrisWolf1136 @Tommy_The_Gun
Imma just leave this here then...https://youtu.be/t2eFbmHW46A
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Notice how I state solo pve in the paragraph before hand?
Your pets stop working like that once around other groupmates. I could upload 2 hours of trial play with 8 pack leaders and 16 direwolf that never take a single hit or aggro off of a mob.
But since uploading video evidence is taboo, I will leave it in your court. Please show me a video of you in a dungeon or raid, with other players where the wolves draw aggro.
@jediodyn_ESO @FenrisWolf1136 @Tommy_The_Gun
Imma just leave this here then...https://youtu.be/t2eFbmHW46A
Let me help breakdown how the direwolves work on live.
Showcased in my video (Live Server);
Overland solo play: Mobs will react to, interact with and actually get the taunted debuff from the dire wolves.
Group content (dungeon/raid): As of Murkmire, Zos changed how combat pets interacted with mobs, the combat pets don't get targeted or draw aggro from mobs or bosses. From the video you will see the NPCs have no concern for the direwolves even when being eaten alive by them.
@jediodyn_ESO @FenrisWolf1136 @Tommy_The_Gun
The experiences that you had with the direwolves taking damage, pulling mob aggro from yourself and groupmates in dungeons or raids, were indeed real but happened before, and not since the Murkmire patch.
Tommy_The_Gun wrote: »I am pretty sure that on Live server Dire Wolfs draw agro and can tank dmg, that normally would go to you. Maybe that is the case of a players in dungeons doing more dmg than pets, so it is less visible, but try to go solo to some easier dungeons like Fungal Grotto or Blackheart Haven, or even Maelstrom Arena and you will see that those pets actually CAN hold agro. This is the whole point of Pack Leader morph. It works similar to sorc's pets. Without pets being able to "tank" dmg this morph is pretty much dead in solo play (and without dmg it is dead everywhere else too).Dires along with all perminant pet summons in the game can not draw agro in instances meaning that they take no extra damage for the group.
Notice how I state solo pve in the paragraph before hand?
Your pets stop working like that once around other groupmates. I could upload 2 hours of trial play with 8 pack leaders and 16 direwolf that never take a single hit or aggro off of a mob.
But since uploading video evidence is taboo, I will leave it in your court. Please show me a video of you in a dungeon or raid, with other players where the wolves draw aggro.
@jediodyn_ESO @FenrisWolf1136 @Tommy_The_Gun
Imma just leave this here then...https://youtu.be/t2eFbmHW46A
Let me help breakdown how the direwolves work on live.
Showcased in my video (Live Server);
Overland solo play: Mobs will react to, interact with and actually get the taunted debuff from the dire wolves.
Group content (dungeon/raid): As of Murkmire, Zos changed how combat pets interacted with mobs, the combat pets don't get targeted or draw aggro from mobs or bosses. From the video you will see the NPCs have no concern for the direwolves even when being eaten alive by them.
@jediodyn_ESO @FenrisWolf1136 @Tommy_The_Gun
The experiences that you had with the direwolves taking damage, pulling mob aggro from yourself and groupmates in dungeons or raids, were indeed real but happened before, and not since the Murkmire patch.