YandereGirlfriend wrote: »I usually try not to hop on the Nerf Bus but WW IS pretty absurd right now, especially when compared to, say, Vampires.
In Cyrodiil, it's possible to remain de facto perma-transformed due to all of the random NPC guards as well as ungrouped questers that can be counted on to supply a limitless amount of corpses for them to consume.
Some might say "Oh, but the Fighters Guild abilities" but there are only two skills in that entire line that actually do damage (I'm not counting Trap) and one of them is an Ultimate. Compare that to Vampires where nearly all casters are using Inferno Staves, Flame Damage abilities are both commonplace and popular, and, oh yeah, they also take the same increased damage that Werewolves do from Thieves Guild abilities... ON TOP OF the reduced Health Regen and increased skill costs that they have simply for existing at any Stage as a Vampire.
So in sum, I'd like to see two things happen: 1) Vampires need some additional power budget (and skill re-works) tossed their way, and 2) the Nerf Bus should back up over WWs a few times.
Girl_Number8 wrote: »YandereGirlfriend wrote: »I usually try not to hop on the Nerf Bus but WW IS pretty absurd right now, especially when compared to, say, Vampires.
In Cyrodiil, it's possible to remain de facto perma-transformed due to all of the random NPC guards as well as ungrouped questers that can be counted on to supply a limitless amount of corpses for them to consume.
Some might say "Oh, but the Fighters Guild abilities" but there are only two skills in that entire line that actually do damage (I'm not counting Trap) and one of them is an Ultimate. Compare that to Vampires where nearly all casters are using Inferno Staves, Flame Damage abilities are both commonplace and popular, and, oh yeah, they also take the same increased damage that Werewolves do from Thieves Guild abilities... ON TOP OF the reduced Health Regen and increased skill costs that they have simply for existing at any Stage as a Vampire.
So in sum, I'd like to see two things happen: 1) Vampires need some additional power budget (and skill re-works) tossed their way, and 2) the Nerf Bus should back up over WWs a few times.
You really don’t use vampy right if you don’t understand how fing hard you can hit. Vampy is must on quite a few builds it is actually what makes it work. And dropping WWs for a vampy is not an issue.
I am all for buffing vampires. On the other hand if you can not drop a WW health build or put them on the defensive till they die, then no amount of buffs are going to help you.
This is NOT due werewolf skills. Those guys use a insanely (and unfair) build sets, giving basically a "GOD mode". I saw the SAME situation in Dragonknights, Necros, Templars and even Nightblades.
Don't blame the Werewolf skill line. My toons use very strong Builds and are all Werewolves, despite that I can't perform in such way.
YandereGirlfriend wrote: »Girl_Number8 wrote: »YandereGirlfriend wrote: »I usually try not to hop on the Nerf Bus but WW IS pretty absurd right now, especially when compared to, say, Vampires.
In Cyrodiil, it's possible to remain de facto perma-transformed due to all of the random NPC guards as well as ungrouped questers that can be counted on to supply a limitless amount of corpses for them to consume.
Some might say "Oh, but the Fighters Guild abilities" but there are only two skills in that entire line that actually do damage (I'm not counting Trap) and one of them is an Ultimate. Compare that to Vampires where nearly all casters are using Inferno Staves, Flame Damage abilities are both commonplace and popular, and, oh yeah, they also take the same increased damage that Werewolves do from Thieves Guild abilities... ON TOP OF the reduced Health Regen and increased skill costs that they have simply for existing at any Stage as a Vampire.
So in sum, I'd like to see two things happen: 1) Vampires need some additional power budget (and skill re-works) tossed their way, and 2) the Nerf Bus should back up over WWs a few times.
You really don’t use vampy right if you don’t understand how fing hard you can hit. Vampy is must on quite a few builds it is actually what makes it work. And dropping WWs for a vampy is not an issue.
I am all for buffing vampires. On the other hand if you can not drop a WW health build or put them on the defensive till they die, then no amount of buffs are going to help you.
You're arguing against a point I'm not making.
Fighting against a single WW as a vampire isn't that bad... though they're also, coincidentally enough, perhaps the only spec in the game that doesn't actually have access to anything that uniquely hurts you as a vampire (e.g. Flame Damage, Fighters Guild abilities, Defile on a high-Stage vampire is more humorous than deadly).
I'm speaking more to the excessive number of penalties that are applied to vampires versus the relative lack of meaningful drawbacks for WWs. WWs are intended to be balanced by their transformation duration as well as being confined to using only WW skills, but, as I've already stated, the transformation limitation is all but irrelevant in Cyrodiil and the WW line is a feature-complete class kit full of universally powerful skills (compare, say, the magCro ability suite to the WW ability suite and all of the magCro sobbing will be audible from space).
So ultimately, if WW is intended to be balanced by the those modest penalties but both of them are either easily circumvented or else turn out to be not much of a penalty at all due to the innate strength of the class kit, then what, exactly, is left actually balancing WW? It is a kiss-curse lacking most of the curse.
vesselwiththepestle wrote: »Prisoner's rags on Werewolf = unlimited sustain. Sprint to get magicka, use heal to heal up and then get stamina. If you are running out of Magicka, just run again a bit. When you see Werewolves running and howling (heal/stamina sustain), you know they wear Prisoner's rags and try to be invincible. The second item set might differ.
vesselwiththepestle wrote: »Prisoner's rags on Werewolf = unlimited sustain. Sprint to get magicka, use heal to heal up and then get stamina. If you are running out of Magicka, just run again a bit. When you see Werewolves running and howling (heal/stamina sustain), you know they wear Prisoner's rags and try to be invincible. The second item set might differ.
YandereGirlfriend wrote: »I usually try not to hop on the Nerf Bus but WW IS pretty absurd right now, especially when compared to, say, Vampires.
In Cyrodiil, it's possible to remain de facto perma-transformed due to all of the random NPC guards as well as ungrouped questers that can be counted on to supply a limitless amount of corpses for them to consume.
Some might say "Oh, but the Fighters Guild abilities" but there are only two skills in that entire line that actually do damage (I'm not counting Trap) and one of them is an Ultimate. Compare that to Vampires where nearly all casters are using Inferno Staves, Flame Damage abilities are both commonplace and popular, and, oh yeah, they also take the same increased damage that Werewolves do from Thieves Guild abilities... ON TOP OF the reduced Health Regen and increased skill costs that they have simply for existing at any Stage as a Vampire.
So in sum, I'd like to see two things happen: 1) Vampires need some additional power budget (and skill re-works) tossed their way, and 2) the Nerf Bus should back up over WWs a few times.
This is what happens when a small vocal minority blinds ZoS.
Werewolf have been crazy since a long time and these forum Wolfies somehow managed to squeeze out more buffs.
30% stamina, 18% weapon damage, 10k resistence and 100 other buffs/debuffs.
Who in their right mind considers this balanced?
Werewolves now have the highest damage potential in pvp, best tankiness and pretty much unmatched mobility.
I would report every packleader werewolf on sight for abusing the bug with the wolves that count as player werewolves.
Werewolves now have the highest damage potential in pvp, best tankiness and pretty much unmatched mobility.
Werewolves now have the highest damage potential in pvp, best tankiness and pretty much unmatched mobility.
How do you figure that? Werewolves don't even have access to weapon passives. And they certainly can't out tank a Goliathed necro, and they have no way to purge snares, roots, or stuns.
Sounds like a lot of people are just afraid of the big bad wolf. Counter them and live worry free!
vesselwiththepestle wrote: »Prisoner's rags on Werewolf = unlimited sustain. Sprint to get magicka, use heal to heal up and then get stamina. If you are running out of Magicka, just run again a bit. When you see Werewolves running and howling (heal/stamina sustain), you know they wear Prisoner's rags and try to be invincible. The second item set might differ.
vesselwiththepestle wrote: »Prisoner's rags on Werewolf = unlimited sustain. Sprint to get magicka, use heal to heal up and then get stamina. If you are running out of Magicka, just run again a bit. When you see Werewolves running and howling (heal/stamina sustain), you know they wear Prisoner's rags and try to be invincible. The second item set might differ.
If you really wanted to give up a damage set for a sustain set, you'd be better off running Hunt Leader for passive healing and stamina regeneration. Kudos for thinking outside the box, but that seems like doing things the hard way IMHO.
[Snip]
Everyone now knows that ZoS went too far with the overbuffs to Werewolves. You can not conceal it anymore.
[Edited for bait]
This is why I dislike pvp. Its always nerf this and that. I have had NO ISSUES with werewolfs in pvp. Poison them to death, problem solved. The issue now days is simple, it's not the class it's the players. No one wants to figure out how to counter anything, they just want to be told how or have an "i win" button. Though ww is strong, it's far from unbeatable. I have seen vampires do some insane stuff as well.
JamieAubrey wrote: »You must play on PC/EU and have came across the same WW group
oXI_Viper_IXo wrote: »This is why I dislike pvp. Its always nerf this and that. I have had NO ISSUES with werewolfs in pvp. Poison them to death, problem solved. The issue now days is simple, it's not the class it's the players. No one wants to figure out how to counter anything, they just want to be told how or have an "i win" button. Though ww is strong, it's far from unbeatable. I have seen vampires do some insane stuff as well.
Please, show us some clips of you simply "poisoning them do death." There should be no problem if it's as easy as you claim.
You sound like someone who is crutching on WW and doesn't want their easy carry taken away.
The_Old_Goat wrote: »How do you counter 3 or more ww's running Crimson Twilight and Eternal vigor, asking for a friend...