TequilaFire wrote: »Seems to be more of a Vampire problem to me.
Maybe they should fix them instead.
trackdemon5512 wrote: »Imperial City, Cyrodiil, and BGs are just packs of Werewolves running around unculled. They never lose their ultimate forms and two werewolves alone can heal each other and somehow survive entire attacking siege mobs. At least acknowledge that you messed up badly on this ZOS. You tried to make Vampires as attractive with a formidable morph but that form expires quickly and the penalties for being a Vampire are just too great. Meanwhile all these Werewolves do is literally heavy attack, howl, and remain in form for minutes on end with no issue.
This nonsense has gone on for months and isn't just a CP/infinite resource issue. At least say you've acknowledged the issue and are making changes to it for either this major patch or the Chapter update thereafter. It isn't fair for PvP to go through an entire year of this.
No offense, but how are werewolves healing each other? Maybe a majority of the issues causing pvp'ers stress is the fact that proc sets carry damage so anyone can build a tank and still put out decent damage and addressing that will resolve a lot of these other issues.
dinokstrunz wrote: »Werewolf isn't OP like a lot of people are saying. Werewolves who abuse overperforming and overstated sets like Alessian, Eternal Vigor and Malacath are for example extremely hard to kill, couple that with health based healing and you've got yourself a recipe for potential outnumbered tanking in PvP.
1. Health Based healing needs to be looked at, this goes for Wardens too.
2. Malacath is dumb
3. These werewolves are a solid way to dealing with the super oppressive proc set meta which is why their popularity has somewhat boomed. (Merciless, Syvarra and Unleashed Terror)
4. Werewolf is pretty weak offensively and is normally a non-threat without Malacath ring. If the components that make Werewolf strong are nerfed I expect buffs for werewolves in its other areas.
TequilaFire wrote: »Seems to be more of a Vampire problem to me.
Maybe they should fix them instead.
At the same time vampirism is in a dismal state. I guess the devs are team Jacob.
hexentb16_ESO wrote: »trackdemon5512 wrote: »Imperial City, Cyrodiil, and BGs are just packs of Werewolves running around unculled. They never lose their ultimate forms and two werewolves alone can heal each other and somehow survive entire attacking siege mobs. At least acknowledge that you messed up badly on this ZOS. You tried to make Vampires as attractive with a formidable morph but that form expires quickly and the penalties for being a Vampire are just too great. Meanwhile all these Werewolves do is literally heavy attack, howl, and remain in form for minutes on end with no issue.
This nonsense has gone on for months and isn't just a CP/infinite resource issue. At least say you've acknowledged the issue and are making changes to it for either this major patch or the Chapter update thereafter. It isn't fair for PvP to go through an entire year of this.
My pvp guild and a rival pvp guild both have specific yet different days dedicated to werewolves. We always end up fighting each other. When fighting a werewolf group while not a werewolf group the most important thing is CCs. Spam your CCs. Unfortunately there are quite a few players who don't understand how necessary CCs are in pvp and I suspect this is where the problem truely lies.
I don't think anything needs to be done about werewolves. Yes they're OP but thats because their entire build is dedicated to just one thing. Any player who dedicates their entire build to just one strat will be OP regardless of whether or not they're a werewolf and thats how it should be. ESO is just one of those games where you can master just one thing OR be really good at multiple but not both, when it comes to one single build that is.
Theres a draw back to being a Werewolf in Cyrodil btw. They cant put down siege equipment. As I quickly learned during Werewolf Wednesdays, this is a HUGE handicap when it comes to taking the map back.
https://www.youtube.com/watch?v=qae25976UgA There is no WW problem, for years the meta was Vampire and no one ever saw a WW. Finally we see both being played in the game and somehow it is a problem?
They are as close to being balanced as this game has ever seen, sorry Vampires are no longer the OP meta but I, for one, prefer seeing both in game instead of everyone being a stealth magic OP infinite fast run mist form Vampire. We are in a good place right now with Vampires and WWs
Werewolves are not OP, they die pretty easy in Cyro and IC anyway.
I killed a fully leveled one on a lowbie stam DK in IC with just poison skills.
Vamp used to be stupid OP to the point where you were told you had to be a vamp for everything for the regen.
Tank, healer, DPS, both stam and mag, it didnt matter, you HAD to be vamp for a sweaty group.
Vamps were nerfed because they were literally everywhere, PVP, PVE, Dungeons and trials.
I never see a WW in a trial or a dungeon unless its a fun goof around run or normal.
Maybe vamps need to be tweeked, I dont know. I suspect people just want them to be OP again.
I am absolutely against anything that makes them a must have for everything again because I put too much effort into my characters looks to turn them into a walking corpse with bloodshot eyes.
Werewolves are not OP, they die pretty easy in Cyro and IC anyway.
I killed a fully leveled one on a lowbie stam DK in IC with just poison skills.
Vamp used to be stupid OP to the point where you were told you had to be a vamp for everything for the regen.
Tank, healer, DPS, both stam and mag, it didnt matter, you HAD to be vamp for a sweaty group.
Vamps were nerfed because they were literally everywhere, PVP, PVE, Dungeons and trials.
I never see a WW in a trial or a dungeon unless its a fun goof around run or normal.
Maybe vamps need to be tweeked, I dont know. I suspect people just want them to be OP again.
I am absolutely against anything that makes them a must have for everything again because I put too much effort into my characters looks to turn them into a walking corpse with bloodshot eyes.
Unfortunately, not everyone is a stamina Dragonknight with a good amount of poison damage. Not to mention magicka builds, that across the board have no access to poison damage abilities or do not scale well with them, since they require stamina stats and penetration or simply cost stamina, which they can not afford.
I would say outside of toxic barrage, all poison damage in the game is so trivial, that having a weakness against it is hardly a weakness at all. Let alone that all of this is countered by their immense armor passive.
Please, cease. I can barely endure Werewolf enthusiasts blinding ZoS by saying Werewolf has such dramatic weakness, although most of these "weaknesses" are ignorable or unusable by the majority of the playerbase. Or do you expect everyone to play a sniper or stam Dk just to counter this clearly overtuned playstyle? Perhaps, Werewolf should also take extra damage from magic damage?
And then look at vampires, who have a variety of actual, ever present weaknesses. Of course, Vampire does not come with such a commitment. Still, no one is even asking for dramatic nerfs to Werewolves. Rebalancing their resistence passive and heal would be a solid solution. And as often mentioned, the white werewolf needs to have its free 10% damage reduction removed.
SOLDIER_1stClass wrote: »Werewolves are not OP, they die pretty easy in Cyro and IC anyway.
I killed a fully leveled one on a lowbie stam DK in IC with just poison skills.
Vamp used to be stupid OP to the point where you were told you had to be a vamp for everything for the regen.
Tank, healer, DPS, both stam and mag, it didnt matter, you HAD to be vamp for a sweaty group.
Vamps were nerfed because they were literally everywhere, PVP, PVE, Dungeons and trials.
I never see a WW in a trial or a dungeon unless its a fun goof around run or normal.
Maybe vamps need to be tweeked, I dont know. I suspect people just want them to be OP again.
I am absolutely against anything that makes them a must have for everything again because I put too much effort into my characters looks to turn them into a walking corpse with bloodshot eyes.
Unfortunately, not everyone is a stamina Dragonknight with a good amount of poison damage. Not to mention magicka builds, that across the board have no access to poison damage abilities or do not scale well with them, since they require stamina stats and penetration or simply cost stamina, which they can not afford.
I would say outside of toxic barrage, all poison damage in the game is so trivial, that having a weakness against it is hardly a weakness at all. Let alone that all of this is countered by their immense armor passive.
Please, cease. I can barely endure Werewolf enthusiasts blinding ZoS by saying Werewolf has such dramatic weakness, although most of these "weaknesses" are ignorable or unusable by the majority of the playerbase. Or do you expect everyone to play a sniper or stam Dk just to counter this clearly overtuned playstyle? Perhaps, Werewolf should also take extra damage from magic damage?
And then look at vampires, who have a variety of actual, ever present weaknesses. Of course, Vampire does not come with such a commitment. Still, no one is even asking for dramatic nerfs to Werewolves. Rebalancing their resistence passive and heal would be a solid solution. And as often mentioned, the white werewolf needs to have its free 10% damage reduction removed.
WW do not need adjustment.
Heavy armor does! Whether its WW, proc, tanks pumping out damage they shouldn't. The reason is heavy armor.
Apply a damage debuff to heavy armor per piece that applies to weapon/ spell damage and proc damage and you literally solve all these issues.
You shouldn't have high survivability and damage output. It's about time Heavy recieved a real nerf.
I've stated before Vamps need all but the fire weakness removed. Their potential does not warrant three weaknesses.
SOLDIER_1stClass wrote: »Werewolves are not OP, they die pretty easy in Cyro and IC anyway.
I killed a fully leveled one on a lowbie stam DK in IC with just poison skills.
Vamp used to be stupid OP to the point where you were told you had to be a vamp for everything for the regen.
Tank, healer, DPS, both stam and mag, it didnt matter, you HAD to be vamp for a sweaty group.
Vamps were nerfed because they were literally everywhere, PVP, PVE, Dungeons and trials.
I never see a WW in a trial or a dungeon unless its a fun goof around run or normal.
Maybe vamps need to be tweeked, I dont know. I suspect people just want them to be OP again.
I am absolutely against anything that makes them a must have for everything again because I put too much effort into my characters looks to turn them into a walking corpse with bloodshot eyes.
Unfortunately, not everyone is a stamina Dragonknight with a good amount of poison damage. Not to mention magicka builds, that across the board have no access to poison damage abilities or do not scale well with them, since they require stamina stats and penetration or simply cost stamina, which they can not afford.
I would say outside of toxic barrage, all poison damage in the game is so trivial, that having a weakness against it is hardly a weakness at all. Let alone that all of this is countered by their immense armor passive.
Please, cease. I can barely endure Werewolf enthusiasts blinding ZoS by saying Werewolf has such dramatic weakness, although most of these "weaknesses" are ignorable or unusable by the majority of the playerbase. Or do you expect everyone to play a sniper or stam Dk just to counter this clearly overtuned playstyle? Perhaps, Werewolf should also take extra damage from magic damage?
And then look at vampires, who have a variety of actual, ever present weaknesses. Of course, Vampire does not come with such a commitment. Still, no one is even asking for dramatic nerfs to Werewolves. Rebalancing their resistence passive and heal would be a solid solution. And as often mentioned, the white werewolf needs to have its free 10% damage reduction removed.
WW do not need adjustment.
Heavy armor does! Whether its WW, proc, tanks pumping out damage they shouldn't. The reason is heavy armor.
Apply a damage debuff to heavy armor per piece that applies to weapon/ spell damage and proc damage and you literally solve all these issues.
You shouldn't have high survivability and damage output. It's about time Heavy recieved a real nerf.
I've stated before Vamps need all but the fire weakness removed. Their potential does not warrant three weaknesses.
While true, people do not run Werewolf for its damage, but survivability. People want to live, not inflict damage.
When you only nerf heavy armor, people will still play Werewolf.
It would not change anything about the fundamental problem. Their immense resistence, health heal and free major protection is the reason they are conceived as so annoying by everyone. Go ahead and nerf their damage with heavy armor.
Then other players in heavy armor will have even less damage and everyone just automatically becomes more tanky, as do Werewolves. People then switch to Medium armor for damage, which makes them easier to kill and thus, kind of shifts the problem merely. This is theoretical, but I think heavy armor is a very small part of the issue when it comes to Werewolves.
Werewolves will not care when you nerf heavy armor.
Honestly as a big time werewolf player that recently got back into it, I feel weaker as a werewolf than I did when I quit. As soon as people get the poison out I am DONE for.
Please don't nerf werewolves because of some whiny PVPers that won't use counters. Werewolves are very limited in their skills, range and abilities. Be glad we lost our bleed on light attacks and now have to hit leap TWICE and hope we hit you.
Werewolves got nerfed pretty bad recently, we don't need more. The last thing this game needs is more nerfs.