SOLDIER_1stClass wrote: »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.
It would impact WW immensely. On paper their stats look good. But there is reason you don't see medium ww running around. Because they die instantly.
If you add a damage debuff to heavy, it won't matter that they can't die. They won't be able to kill anyone.
They'd just run around cc hoping their team gets the kill which is what heavy armor should be doing anyways.
It should take tanky characters an excruciating effort to kill someone.
I know for sure two WW guilds that would just fall apart. Because they brag about getting kills and not having to worry about dying. Take away their ability to kill easily most would drop WW.
A damage debuff added to heavy is a step in the right direction, especially in pvp.
And I know at least for the pvp guilds I'm in. No one is upset about dying in medium armor or light.
Its a tank running around with equivalent DD output but incredibly superior survivability.
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.
SOLDIER_1stClass wrote: »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.
It would impact WW immensely. On paper their stats look good. But there is reason you don't see medium ww running around. Because they die instantly.
If you add a damage debuff to heavy, it won't matter that they can't die. They won't be able to kill anyone.
They'd just run around cc hoping their team gets the kill which is what heavy armor should be doing anyways.
It should take tanky characters an excruciating effort to kill someone.
I know for sure two WW guilds that would just fall apart. Because they brag about getting kills and not having to worry about dying. Take away their ability to kill easily most would drop WW.
A damage debuff added to heavy is a step in the right direction, especially in pvp.
And I know at least for the pvp guilds I'm in. No one is upset about dying in medium armor or light.
Its a tank running around with equivalent DD output but incredibly superior survivability.
This is all quite insightful indeed. Though do you really think people would even use heavy armor anymore if it gave a damage penalty? Psychologically, this is a big turn off for humans.
Everyone would just wear medium armor then and build for more resistences and roll dodge spam.
Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
Daemons_Bane wrote: »Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
If it indeed were that broken, we would see many many more WW players.. there are more of them now than a year ago sure, but it's not THAT bad
Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
Daemons_Bane wrote: »Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
If it indeed were that broken, we would see many many more WW players.. there are more of them now than a year ago sure, but it's not THAT bad
Artorias24 wrote: »Daemons_Bane wrote: »Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
If it indeed were that broken, we would see many many more WW players.. there are more of them now than a year ago sure, but it's not THAT bad
I just told facts. And they are strong and close to Immortal in 1v1 and still apply huge pressure. Maybe many ppl dont like playing WW but we see many since the last fee Patches.
They reach 5k HP regen easily, with Eternal vigor getting this Close to 7k when they are below 50%. 40k resist, 37k HP, 35k stam, 4500 WP damage
Good luck killing that when the HP regen itself is enough to outheal 2500 dps. And 37k HP is Impossible to burst when He is not afk.
Jeffrey530 wrote: »Daemons_Bane wrote: »Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
If it indeed were that broken, we would see many many more WW players.. there are more of them now than a year ago sure, but it's not THAT bad
Maybe not as many in cyrodill but there is a ww infestation in bg. There are literally teams of just werewolves and they are quick and unkillable.In objectives like relics or domination there's no possibility to win
Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
And yet, they are just about as strong as other classes using heavy armor and procs. At least they don't have range, purge, jabs, snipe, group heals, etc.
Artorias24 wrote: »10k resist, 30% more stam, 30% more movement Speed, 18% more wp damage, aoe fear, aoe maj breach, crazy dot from light attack, strongest burst heal that scales on HP, perma maj savagery, perma maj Brutality, maj + minor defile.....
And you guys act like WW is fine? Hahahaha. Its so broken and nearly Impossible to burst any WW that is above 30k HP and has half a brain. Not even half a brain since He doesnt even need to bar swap. Single bar with everything you are wishing for. Its just broken.
And yet, they are just about as strong as other classes using heavy armor and procs. At least they don't have range, purge, jabs, snipe, group heals, etc.
You must have forgotten the part where their main attack is a ranged spammable.
An instant, max range spammable that has more base damage than dawnbreaker of smiting against targets that face you and even without, it's more damage than any other spammable, including dizzying swing etc. A spammable ultimate.
Wolfchild07 wrote: »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.
Plus the AOE reduction on fear. Pounce on someone, then hit fear, and by that time, they're already out of range of it.
Also, if they need changes for PvP, then make changes for PvP, not the whole game. They're still underpowered for PvE unless you're running those few specific builds. That's what Battle Spirit was meant to be for.
Daemons_Bane wrote: »The saddest part about all of this, is the effect it's gonna have on the PvE wolves..
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.
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.
SOLDIER_1stClass wrote: »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.
It would impact WW immensely. On paper their stats look good. But there is reason you don't see medium ww running around. Because they die instantly.
If you add a damage debuff to heavy, it won't matter that they can't die. They won't be able to kill anyone.
They'd just run around cc hoping their team gets the kill which is what heavy armor should be doing anyways.
It should take tanky characters an excruciating effort to kill someone.
I know for sure two WW guilds that would just fall apart. Because they brag about getting kills and not having to worry about dying. Take away their ability to kill easily most would drop WW.
A damage debuff added to heavy is a step in the right direction, especially in pvp.
And I know at least for the pvp guilds I'm in. No one is upset about dying in medium armor or light.
Its a tank running around with equivalent DD output but incredibly superior survivability.
Again, I see more wardens than WW in PVP. Why target WW for a nerf when entire class is pay to win?