It would ruin the item because everyone already have named buffs anyway.
That's what I've said before. Potentially interesting item that can create dozens of new ways to play the game would be ruined to the ground and left in the overnerfed garbage heap just because WW interaction.
It should either be disabled for WW, or deliberately described what would happen in WW case: limit number of skills on the bar to 3.
Werewolves cannot taunt, heal others or do good AOE damage, thus making them a solo grind build, and overland is already easy enough. I see no harm in this ring on werewolves. Werewolf transformation lasts for like 50 sec? before feedings, so its not even enough to parse 150k DPS on a dummy.
GetAgrippa wrote: »Werewolves cannot taunt, heal others or do good AOE damage, thus making them a solo grind build, and overland is already easy enough. I see no harm in this ring on werewolves. Werewolf transformation lasts for like 50 sec? before feedings, so its not even enough to parse 150k DPS on a dummy.
Pvp is a thing and people have WW builds that stay transformed indefinitely.
Halcyon_Kismet wrote: »<snip>
In PVP, Werewolves have been a joke for a quite a while. On more than one occasion I've heard Werewolves referred to as free AP. They are pretty much forced to build full tank to try and survive which in turn makes them do very little damage. If they do try and build damage, they're going to get slaughtered by experienced players. While just about every other class can build defensive on one bar and offensive on another, Werewolves do not have such a luxury. Oh, and just for fun, the fighters guild skills including the common Dawnbreaker ultimate do extra damage to you as well as poison skills (including the ever so popular Plaguebreak). You may be go on rampages in low mmr pvp, but once you start climbing that ladder you'll quickly be put in your place below their boot... This problem is even more evident when you factor in group play vs coordinated teams where a Werewolf doesn't really have much to contribute.
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Erickson9610 wrote: »Hey, werewolf PvE/PvP player here. I personally think that the Oakensoul Ring's stats should scale off of maximum resources, like so: damage and critical chance should scale off of Max Stamina, armor and health recovery should scale off of Max Health, and magicka/stamina recovery should scale off of Max Magicka.
If these stats scaled off of your maximum resources, then all users of this mythic item, werewolves and otherwise, would not benefit from the full potential of all of these stats at the same time, which would tone down the effectiveness of the set across the board, while promoting build diversity. My suggestion would allow users to stack Stamina for dealing damage, stack Health for being tankier, or stack Magicka for being a support role, but not all three at once, as it would be difficult to reach the maximum values of the set due to the high requirements of each resource type.
preach...Halcyon_Kismet wrote: »In PVP, Werewolves have been a joke for a quite a while. On more than one occasion I've heard Werewolves referred to as free AP. They are pretty much forced to build full tank to try and survive which in turn makes them do very little damage. If they do try and build damage, they're going to get slaughtered by experienced players. While just about every other class can build defensive on one bar and offensive on another, Werewolves do not have such a luxury. Oh, and just for fun, the fighters guild skills including the common Dawnbreaker ultimate do extra damage to you as well as poison skills (including the ever so popular Plaguebreak). You may be go on rampages in low mmr pvp, but once you start climbing that ladder you'll quickly be put in your place below their boot... This problem is even more evident when you factor in group play vs coordinated teams where a Werewolf doesn't really have much to contribute.
sneakymitchell wrote: »In pvp w nightblade can just go invisible and waste the WW timer same goes for other players drink invisible potion at the right time and watch them lose WW time while they try waste resources searching for you
It would ruin the item because everyone already have named buffs anyway.
That's what I've said before. Potentially interesting item that can create dozens of new ways to play the game would be ruined to the ground and left in the overnerfed garbage heap just because WW interaction.
It should either be disabled for WW, or deliberately described what would happen in WW case: limit number of skills on the bar to 3.
bigrodthebeast wrote: »I used to run WW tanks all the time. However, after the nerf they were honestly useless. I feel like this mythic would allow me to bring them back. I believe it should stand as is.
"Unkillable Werewolf" lolThen you will enter BG/Cyro/IC and all you will see will be 100 other people who thought the same, all playing unkillable werewolves with the same builds. Sounds fun?