games perfect guys, i love eso i swear im not a bad player please let my criticism be valid 🙏Tommy_The_Gun wrote: »[snip] I will answer to your question OP:"Last year..."
Theyre pretty much unkillable if built right. Its more annoying than anything, but its lowkey kinda stupid how a 1 bar easymode ulti can just stay in that form forever and do decent damage and be unkillable. Do they really need to be fast, have an unblockable stun and gap closers on one bar , at least let me get away lmao
Djinn_al_zahir wrote: »Every WW I see in Cyradiil gets dealt with quickly. I'm not seeing why they need a nerf.
Overland pvp wolves, BG wolves, Pve wolves should all be nerfed because IP is powerful on werewolves in IC?
So... Good players with right WW builds are hard to deal with. Again, WW nerf why?
If bad players with bad builds were unkillable nuking machines - that would be the problem.
You said "I dont really see them in cyro. More of an IC thing" the only place you have trouble with them in is IC, the difference between IC and the rest of pvp world is 2 things.
1. Availability of corpes, allows werewolf to stay in form longer, without risk of dropping out of form.
2. Availability of Imperial Physique which scales better on werewolf than any other build in the game. Due to the slowness of IC most encounters are usually 1v1 or small group outside of events, this is where werewolf thrives.
So again the only place you have issues with werewolf is in IC. Your words, why do Pve werewolves, PvP open world Werewolves, and BG werewolves need to suffer nerfs?
What changes would you like to see? How would you like them changed? What makes them unbalanced, when they are the only thing in the game that requires you to actually balance your build in order to have success. And Allll of boons that werewolf gets they have banes already. Let me elaborate.
Extra Armor -> Poison and Fighter's guild weakness
Extra Speed -> No way to remove snares
Extra Regen/Heavy Stamina restore boost -> Expensive Abilies
If a Werewolf wants to do damage they invest into Stamina or Weapon damage. Doing so exclusively makes them into a glass cannon with very weak healing and survival due lack of sustain.
Remember every build in the game can gain survivability when boosting their main stats, they have no trade offs they need to make as increasing damage also increases survivability.
But remember werewolf's heal comes from their max health and costs over 5k magicka to use. Now a wolf needs to boost their health pool to make their heal do more than 6k per pop (fortitude), really it is that weak in no CP, the heal/resource cost is one of the worst ratios in the game. Adding health will increase their heal but decrease their damage. But now if they want to heal more than 3 times before going OOM they again have to sacrifice more damage in return for Magicka recovery.
So what is a werewolf left with after all of this? Mildly tanky with moderate damage, and little to no group utility or kiting ability. And outside of werewolf form is left with a strange hybrid build.
EtTuBrutus wrote: »
You said "I dont really see them in cyro. More of an IC thing" the only place you have trouble with them in is IC, the difference between IC and the rest of pvp world is 2 things.
1. Availability of corpes, allows werewolf to stay in form longer, without risk of dropping out of form.
2. Availability of Imperial Physique which scales better on werewolf than any other build in the game. Due to the slowness of IC most encounters are usually 1v1 or small group outside of events, this is where werewolf thrives.
So again the only place you have issues with werewolf is in IC. Your words, why do Pve werewolves, PvP open world Werewolves, and BG werewolves need to suffer nerfs?
What changes would you like to see? How would you like them changed? What makes them unbalanced, when they are the only thing in the game that requires you to actually balance your build in order to have success. And Allll of boons that werewolf gets they have banes already. Let me elaborate.
Extra Armor -> Poison and Fighter's guild weakness
Extra Speed -> No way to remove snares
Extra Regen/Heavy Stamina restore boost -> Expensive Abilies
If a Werewolf wants to do damage they invest into Stamina or Weapon damage. Doing so exclusively makes them into a glass cannon with very weak healing and survival due lack of sustain.
Remember every build in the game can gain survivability when boosting their main stats, they have no trade offs they need to make as increasing damage also increases survivability.
But remember werewolf's heal comes from their max health and costs over 5k magicka to use. Now a wolf needs to boost their health pool to make their heal do more than 6k per pop (fortitude), really it is that weak in no CP, the heal/resource cost is one of the worst ratios in the game. Adding health will increase their heal but decrease their damage. But now if they want to heal more than 3 times before going OOM they again have to sacrifice more damage in return for Magicka recovery.
So what is a werewolf left with after all of this? Mildly tanky with moderate damage, and little to no group utility or kiting ability. And outside of werewolf form is left with a strange hybrid build.
They also get :
increased stamina making stamina sustain easier which allows to build some mag sustain.
Increased resistance so building mitigation is easier than ever making adding hp easy to do.
Outside of ww firm isn't a problem. You can be in it nearly infinitely.
EtTuBrutus wrote: »
You said "I dont really see them in cyro. More of an IC thing" the only place you have trouble with them in is IC, the difference between IC and the rest of pvp world is 2 things.
1. Availability of corpes, allows werewolf to stay in form longer, without risk of dropping out of form.
2. Availability of Imperial Physique which scales better on werewolf than any other build in the game. Due to the slowness of IC most encounters are usually 1v1 or small group outside of events, this is where werewolf thrives.
So again the only place you have issues with werewolf is in IC. Your words, why do Pve werewolves, PvP open world Werewolves, and BG werewolves need to suffer nerfs?
What changes would you like to see? How would you like them changed? What makes them unbalanced, when they are the only thing in the game that requires you to actually balance your build in order to have success. And Allll of boons that werewolf gets they have banes already. Let me elaborate.
Extra Armor -> Poison and Fighter's guild weakness
Extra Speed -> No way to remove snares
Extra Regen/Heavy Stamina restore boost -> Expensive Abilies
If a Werewolf wants to do damage they invest into Stamina or Weapon damage. Doing so exclusively makes them into a glass cannon with very weak healing and survival due lack of sustain.
Remember every build in the game can gain survivability when boosting their main stats, they have no trade offs they need to make as increasing damage also increases survivability.
But remember werewolf's heal comes from their max health and costs over 5k magicka to use. Now a wolf needs to boost their health pool to make their heal do more than 6k per pop (fortitude), really it is that weak in no CP, the heal/resource cost is one of the worst ratios in the game. Adding health will increase their heal but decrease their damage. But now if they want to heal more than 3 times before going OOM they again have to sacrifice more damage in return for Magicka recovery.
So what is a werewolf left with after all of this? Mildly tanky with moderate damage, and little to no group utility or kiting ability. And outside of werewolf form is left with a strange hybrid build.
They also get :
increased stamina making stamina sustain easier which allows to build some mag sustain.
Increased resistance so building mitigation is easier than ever making adding hp easy to do.
Outside of ww firm isn't a problem. You can be in it nearly infinitely.
You said "I dont really see them in cyro. More of an IC thing" the only place you have trouble with them in is IC, the difference between IC and the rest of pvp world is 2 things.
1. Availability of corpes, allows werewolf to stay in form longer, without risk of dropping out of form.
2. Availability of Imperial Physique which scales better on werewolf than any other build in the game. Due to the slowness of IC most encounters are usually 1v1 or small group outside of events, this is where werewolf thrives.
So again the only place you have issues with werewolf is in IC. Your words, why do Pve werewolves, PvP open world Werewolves, and BG werewolves need to suffer nerfs?
What changes would you like to see? How would you like them changed? What makes them unbalanced, when they are the only thing in the game that requires you to actually balance your build in order to have success. And Allll of boons that werewolf gets they have banes already. Let me elaborate.
Extra Armor -> Poison and Fighter's guild weakness
Extra Speed -> No way to remove snares
Extra Regen/Heavy Stamina restore boost -> Expensive Abilies
If a Werewolf wants to do damage they invest into Stamina or Weapon damage. Doing so exclusively makes them into a glass cannon with very weak healing and survival due lack of sustain.
Remember every build in the game can gain survivability when boosting their main stats, they have no trade offs they need to make as increasing damage also increases survivability.
But remember werewolf's heal comes from their max health and costs over 5k magicka to use. Now a wolf needs to boost their health pool to make their heal do more than 6k per pop (fortitude), really it is that weak in no CP, the heal/resource cost is one of the worst ratios in the game. Adding health will increase their heal but decrease their damage. But now if they want to heal more than 3 times before going OOM they again have to sacrifice more damage in return for Magicka recovery.
So what is a werewolf left with after all of this? Mildly tanky with moderate damage, and little to no group utility or kiting ability. And outside of werewolf form is left with a strange hybrid build.
DocFrost72 wrote: »EtTuBrutus wrote: »
You said "I dont really see them in cyro. More of an IC thing" the only place you have trouble with them in is IC, the difference between IC and the rest of pvp world is 2 things.
1. Availability of corpes, allows werewolf to stay in form longer, without risk of dropping out of form.
2. Availability of Imperial Physique which scales better on werewolf than any other build in the game. Due to the slowness of IC most encounters are usually 1v1 or small group outside of events, this is where werewolf thrives.
So again the only place you have issues with werewolf is in IC. Your words, why do Pve werewolves, PvP open world Werewolves, and BG werewolves need to suffer nerfs?
What changes would you like to see? How would you like them changed? What makes them unbalanced, when they are the only thing in the game that requires you to actually balance your build in order to have success. And Allll of boons that werewolf gets they have banes already. Let me elaborate.
Extra Armor -> Poison and Fighter's guild weakness
Extra Speed -> No way to remove snares
Extra Regen/Heavy Stamina restore boost -> Expensive Abilies
If a Werewolf wants to do damage they invest into Stamina or Weapon damage. Doing so exclusively makes them into a glass cannon with very weak healing and survival due lack of sustain.
Remember every build in the game can gain survivability when boosting their main stats, they have no trade offs they need to make as increasing damage also increases survivability.
But remember werewolf's heal comes from their max health and costs over 5k magicka to use. Now a wolf needs to boost their health pool to make their heal do more than 6k per pop (fortitude), really it is that weak in no CP, the heal/resource cost is one of the worst ratios in the game. Adding health will increase their heal but decrease their damage. But now if they want to heal more than 3 times before going OOM they again have to sacrifice more damage in return for Magicka recovery.
So what is a werewolf left with after all of this? Mildly tanky with moderate damage, and little to no group utility or kiting ability. And outside of werewolf form is left with a strange hybrid build.
They also get :
increased stamina making stamina sustain easier which allows to build some mag sustain.
Increased resistance so building mitigation is easier than ever making adding hp easy to do.
Outside of ww firm isn't a problem. You can be in it nearly infinitely.
I like how you completely ignored them asking what the main bits are that make the overpowered, or what could/should be changed.
When you ask for balancing changes, these are things you consider. When you ask for nerfs on the face of it, ZOS ignores the thread.
So, what about werewolf is overtuned? What skills and abilities contribute to it? What ways could those abilities be changed?
I usually don't refer to L2P tropes, but if you actually think WW is OP thats an issue for you to deal with and figure out. They're clearly not even remotely OP for what they're designed for.
DocFrost72 wrote: »EtTuBrutus wrote: »
You said "I dont really see them in cyro. More of an IC thing" the only place you have trouble with them in is IC, the difference between IC and the rest of pvp world is 2 things.
1. Availability of corpes, allows werewolf to stay in form longer, without risk of dropping out of form.
2. Availability of Imperial Physique which scales better on werewolf than any other build in the game. Due to the slowness of IC most encounters are usually 1v1 or small group outside of events, this is where werewolf thrives.
So again the only place you have issues with werewolf is in IC. Your words, why do Pve werewolves, PvP open world Werewolves, and BG werewolves need to suffer nerfs?
What changes would you like to see? How would you like them changed? What makes them unbalanced, when they are the only thing in the game that requires you to actually balance your build in order to have success. And Allll of boons that werewolf gets they have banes already. Let me elaborate.
Extra Armor -> Poison and Fighter's guild weakness
Extra Speed -> No way to remove snares
Extra Regen/Heavy Stamina restore boost -> Expensive Abilies
If a Werewolf wants to do damage they invest into Stamina or Weapon damage. Doing so exclusively makes them into a glass cannon with very weak healing and survival due lack of sustain.
Remember every build in the game can gain survivability when boosting their main stats, they have no trade offs they need to make as increasing damage also increases survivability.
But remember werewolf's heal comes from their max health and costs over 5k magicka to use. Now a wolf needs to boost their health pool to make their heal do more than 6k per pop (fortitude), really it is that weak in no CP, the heal/resource cost is one of the worst ratios in the game. Adding health will increase their heal but decrease their damage. But now if they want to heal more than 3 times before going OOM they again have to sacrifice more damage in return for Magicka recovery.
So what is a werewolf left with after all of this? Mildly tanky with moderate damage, and little to no group utility or kiting ability. And outside of werewolf form is left with a strange hybrid build.
They also get :
increased stamina making stamina sustain easier which allows to build some mag sustain.
Increased resistance so building mitigation is easier than ever making adding hp easy to do.
Outside of ww firm isn't a problem. You can be in it nearly infinitely.
I like how you completely ignored them asking what the main bits are that make the overpowered, or what could/should be changed.
When you ask for balancing changes, these are things you consider. When you ask for nerfs on the face of it, ZOS ignores the thread.
So, what about werewolf is overtuned? What skills and abilities contribute to it? What ways could those abilities be changed?
I'm trying to gain some insight on this thread, OP are you on pc? or console?
I ask because your response to others trying to give you an In on how to dispatch werewolves does not seem to match up with your resolve of how difficult they are.
is this non cp ic or cp and what class are you running in ic
I'm trying to gain some insight on this thread, OP are you on pc? or console?
I ask because your response to others trying to give you an In on how to dispatch werewolves does not seem to match up with your resolve of how difficult they are.
is this non cp ic or cp and what class are you running in ic
Pc Cp , I play Stamcro, and Stamblade (2h/bow not ganker).
No one is trying to give me an "in" and im 95% sure theres no secret way to magically kill a werewolf that i've been missing. They arent difficult to fight, theyre just unkillable. I dont die, they dont die if theyre halfway decent. Id like to state again that I can kill werewolfs, but if someone actually knows how to play one they can just fight like 5+ guys at once and not die.