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
I think 98% of the werewolves in the game would prefer having a heal that scaled off of their primarydamage stats, so they could have great damage and great healing without having to invest in max mag, mag regen, and Max health.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.
Didn't you see that link I posted that's your silver bullet for werewolves.
I think 98% of the werewolves in the game would prefer having a heal that scaled off of their primarydamage stats, so they could have great damage and great healing without having to invest in max mag, mag regen, and Max health.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.
Didn't you see that link I posted that's your silver bullet for werewolves.
Why would I use that lmao im stam, and the damage loss for that against any non ww would be huge. If im out there fighting a ww and literally anyone else shows up its going to be such a huge damage loss.
Im not going to, and most of the time cant, just swap my gear every time I see a werewolf.
I think 98% of the werewolves in the game would prefer having a heal that scaled off of their primarydamage stats, so they could have great damage and great healing without having to invest in max mag, mag regen, and Max health.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.
Didn't you see that link I posted that's your silver bullet for werewolves.
Why would I use that lmao im stam, and the damage loss for that against any non ww would be huge. If im out there fighting a ww and literally anyone else shows up its going to be such a huge damage loss.
Im not going to, and most of the time cant, just swap my gear every time I see a werewolf.
You asked for a magic way to kill werewolves, I gave you one.
If you think bursting a werewolf down is how you kill one, you are mistaken. Their damage mitigation and burst heal sort that out. Sustained damage is how you kill a werewolf. Attack their Magicka Pool, not their health pool.
If there may be any questions in regards to the rules, please feel free to review them here.Trolling or Baiting: The act of trolling is defined as something that is created for the intent to provoke conflict, shock others, or to elicit a strong negative or emotional reaction. It’s okay and very normal to disagree with others, and even to debate, but provoking conflict, baiting, inciting, mocking, etc. is never acceptable in the official The Elder Scrolls Online community. If you do not have something constructive or meaningful to add to a discussion, we strongly recommend you refrain from posting in that thread, and find another discussion to participate in instead. It is also not constructive or helpful to publicly call out others and accuse them of trolling, or call them a troll—please refrain from doing so. If you genuinely believe someone is trolling, please report the post or thread to the ESO Team, and leave it at that.
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.
Werewolf abilies are designed to do 25% more damage to comparable abilities while being 25% more expense. If a werewolf backs away from damage stats by adding HP and regen they then become as deadly and as survivable as a human build... If that isn't balance I don't know what is.
If you have issues with werewolf start using the many counters available to take care of them and put them down.
If you are looking for inspiration... Torg's Pact, Infused, Prismatic Glyph. Go have fun nudering werewolves.
http://imgur.com/a/wUkjUN6
Encourage build diversity, think critically and be a problem solver.
Tommy_The_Gun wrote: »WW in itself is not a problem imho.
It is gear sets (dmg proc sets in particular). Simply put, dmg proc sets on a very tanky spec (all points into health & resistance) will still enable you to deal a lot of damage, despite being a "Brick - build".
It is not only WW issue, and you can see it on Warden, Necro or DK, Templar (any class) tanky builds.
The other thing that is a huge factor is group play (group environment). The more ppl in a group, the easier it is. (Multiplicity in the worst enemy of the balance). If you have a dedicated healer / support (or 2 or 3) you simple don't have to worry about healing, sustain, negative effect removal, CC immunity... those problems are gone.
You can build for full tank with 2 or 3 proc sets + brutality ring. And since you are in a group, 2 or 3 other ppl can do that too and as a result you still can dish out insane amount of dmg that will make ppl melt.
There are 3 things that ZOS imho should do:
1. Make dmg proc sets to scale with max offensive stat (stamina, magicka, weapon / spell damage).
- It will result in a significantly less tanky builds since proc set will do close to "0" dmg if you place all your points in to health.
2. Make healing proc sets to scale with health.
- Yep, health. Because now you will have a different problem. If I place all my points into stamina or magicka, now dmg proc sets are fine (And I am a glass canon), but healing sets are weak. So I can not make a one-sided build. I have to make some compromises.
- Problem is that there is a huge risk that ppl will switch from tanky build with dmg proc sets into a less tanky build with healing sets.
3. ZOS should add some "global" way to balance "group environment".
- The problem I mentioned above is basically - the more ppl in group, the easier it is, and ppl imho kinda abuse the fact that there is no drawback. ZOS tired to force ppl not to cluster and not run as a "one" pile of ppl, but every time they did that, the result was always opposite - groups were getting stronger & stronger.
- Same as we have a "Battle Spirit" buff/de-buff in PvP, I think that ZOS should do something similar, but for groups. Some kind of global buff/de-buff, that will be active only in a group and will scale with group size. So if the group is small it wont be noticeable, but bigger it gets - buff/de-buff also gets bigger.
- Now idk what it could be. Maybe something that will affect skill cost. Or something that will affect healing idk. But the problem of ball groups in cyro, or unkillable groups in IC etc. will persist till they do something like that.