huskandhunger wrote: »
Have you tried surviving as a werewolf vs.multiple 28m range attackers using bows and destruction staves and scribing abilities?
huskandhunger wrote: »huskandhunger wrote: »Wolfchild07 wrote: »1 vs 1 means nothing. When duels were added, it was a mistake. There are, thankfully, no 1 vs 1 competitions in the game. Why are you running around solo in a war zone unless you’re really good, really stupid, or just don’t care?
A werewolf ball group vs a non-werewolf ball group will lose everytime. The werewolves will jump in and melt to the stacked non-werewolf ult dump. Werewolf needs major defences added to it.
Yes I could not agree more about the defense part, and the devs could start by returning the unique 10k armor it used to have.huskandhunger wrote: »Erickson9610 wrote: »IncultaWolf wrote: »Can we please stop the bickering back and forth? I'd love to get back to actual constructive feedback for our combat/balance devs.
I've seen a lot of talk about why or why not werewolf should be as strong as a two-bar setup. I think with these reworks it should be as strong as Dragonknight, but werewolf NEEDS drawbacks for being one-bar and currently it does have those which I will list. Dragonknights on the live server right now are capable of pressing 3 buttons and nuking multiple players back-to-back, while having almost infinite sustain, cross heals, chain pull, ranged aoe damage, major expedition, snare removal, good defense, and more. I have no issue with this and have never asked for nerfs since the new class refresh.
Playing werewolf, you have a LOT of drawbacks such as increased poison damage taken, no weapon passives, forced to deal with a transformation timer system, no cross healing, no purge or snare removals, limited healing while kiting and not actively on top of a player, no range damage, no burst damage, no shields, lack of group utility or support ultimates, cannot place siege, cannot restore magicka via heavy attacks for the only on-demand heal in the toolkit, no access to scribing, most class passives do not work in form, no proper crouch/sneak, cannot use skill scrolls, can't mount in form, meaning you can't keep up with others going between keeps in Cyrodiil, several mythics don't work for us, like Rakkhat's Voidmantle.
@ZOS_Gilliam @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Werewolf is designed as a melee brawler with strengths and drawbacks. Simply put, melee range is Werewolf's domain. If you are in melee range fighting a Werewolf, you are not fighting it correctly.
Werewolf cannot attack you from range, only gap close into melee range. Werewolf cannot purge negative effects like snares and damage over time, and has a limited Magicka pool to burn on self healing when there is no target in their melee range to gain health from.
Certain Class kits are built around being in melee range (like Templar and Dragonknight), but the human form always has the flexibility to build differently. There are ranged alternatives to those playstyles, and you can even swap between melee and ranged with the loadout of your two skill bars. Werewolf is permanently stuck as this melee brawler archetype.
Since we cannot test Update 50's Werewolf in Cyrodiil on the PTS, we aren't seeing the full picture. You're expected to be in melee range in a duel, so Werewolf is going to shine in that environment. Once we see Update 50's Werewolf in Cyrodiil, you'll find how easy it is to counter them.
Werewolves's healing via Bloodclaws scales per target struck, doesn't it? So Werewolves survival should be even better against more than one target. There aren't many skills who scale their healing in such a way.
It's the same value per target which is very similar to what already exists in the game in the form of the necromancer Scythe ability
ZoS even put a cap of 6 as well on the PTS maybe we should remove the cap, what do you think?huskandhunger wrote: »Erickson9610 wrote: »IncultaWolf wrote: »Can we please stop the bickering back and forth? I'd love to get back to actual constructive feedback for our combat/balance devs.
I've seen a lot of talk about why or why not werewolf should be as strong as a two-bar setup. I think with these reworks it should be as strong as Dragonknight, but werewolf NEEDS drawbacks for being one-bar and currently it does have those which I will list. Dragonknights on the live server right now are capable of pressing 3 buttons and nuking multiple players back-to-back, while having almost infinite sustain, cross heals, chain pull, ranged aoe damage, major expedition, snare removal, good defense, and more. I have no issue with this and have never asked for nerfs since the new class refresh.
Playing werewolf, you have a LOT of drawbacks such as increased poison damage taken, no weapon passives, forced to deal with a transformation timer system, no cross healing, no purge or snare removals, limited healing while kiting and not actively on top of a player, no range damage, no burst damage, no shields, lack of group utility or support ultimates, cannot place siege, cannot restore magicka via heavy attacks for the only on-demand heal in the toolkit, no access to scribing, most class passives do not work in form, no proper crouch/sneak, cannot use skill scrolls, can't mount in form, meaning you can't keep up with others going between keeps in Cyrodiil, several mythics don't work for us, like Rakkhat's Voidmantle.
@ZOS_Gilliam @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
Werewolf is designed as a melee brawler with strengths and drawbacks. Simply put, melee range is Werewolf's domain. If you are in melee range fighting a Werewolf, you are not fighting it correctly.
Werewolf cannot attack you from range, only gap close into melee range. Werewolf cannot purge negative effects like snares and damage over time, and has a limited Magicka pool to burn on self healing when there is no target in their melee range to gain health from.
Certain Class kits are built around being in melee range (like Templar and Dragonknight), but the human form always has the flexibility to build differently. There are ranged alternatives to those playstyles, and you can even swap between melee and ranged with the loadout of your two skill bars. Werewolf is permanently stuck as this melee brawler archetype.
Since we cannot test Update 50's Werewolf in Cyrodiil on the PTS, we aren't seeing the full picture. You're expected to be in melee range in a duel, so Werewolf is going to shine in that environment. Once we see Update 50's Werewolf in Cyrodiil, you'll find how easy it is to counter them.
Werewolves's healing via Bloodclaws scales per target struck, doesn't it? So Werewolves survival should be even better against more than one target. There aren't many skills who scale their healing in such a way.
It's the same value per target which is very similar to what already exists in the game in the form of the necromancer Scythe ability
ZoS even put a cap of 6 as well on the PTS maybe we should remove the cap, what do you think?
Yes, and I did say that it exists, although not often. My point stands. Werewolves's survivability is scalable, hence not confined to mere duels.
Have you tried surviving as a werewolf vs.multiple 28m range attackers using bows and destruction staves and scribing abilities?
If you haven't tried it on the Live Version you should because PTS werewolf will still encounter the same problems and get mowed down just as fast in an actual combat setting in Cyro.
Duels are meaningless because they are confined to a small circle you cannot leave or you lose the duel. I actually think they should remove dueling from the game entirely, we are not an e-sports or competitive landscape, it's a fantasy game, let's not delude ourselves.
No doubt. I see this being a problem for sure as for any pure melee build.
Except for melee Dragonknight which has 50% damage reduction vs. ranged attacks with their wings. They even are given snare removal and major expedition.
And this is why the spurious claims about Werewolf health and healing which are limited by range, high ability cost, and a lack of any similar tools that current Live Dragonknight can reach for are blatantly hypocritical and misleading.
You are right about the first part, but the part with Werewolf having high ability cost is deceptive, because a build whose main damage comes from light attacking and passive healing, the actual ressource drain will be low. The average drain in most fights seem to be only 700-900 stamina/s. So you can make due with base recoveries and not run out.
This only trivializes further as there is a larger health pool as a buffer. On a low health build you can be more easily pressured into dodging. I don't really have a point with this or try to insinuate anything. Being out of ressources constantly is annoying and I am glad they make ressource sustain more abundant over time.
huskandhunger wrote: »
Have you tried surviving as a werewolf vs.multiple 28m range attackers using bows and destruction staves and scribing abilities?
No offense but this is not a problem exclusive to WW. Any build not using Spell Wall/DK Wings will experience the same problem, and they will often die sooner due to the fact that none of them can build 50k+ HP and still have damage.



huskandhunger wrote: »Anyone can slap on high health and still have damage, even non-werewolf users. And yes they too will die much the same, see we are actually in agreement 🤝
autocookies wrote: »huskandhunger wrote: »Anyone can slap on high health and still have damage, even non-werewolf users. And yes they too will die much the same, see we are actually in agreement 🤝
? Nobody on the live server can slap on 50k HP and do 8-9k DPS. You wanna bet 10 mil gold on it?
Easy 20k first try hardest part was getting 50k health.
autocookies wrote: »huskandhunger wrote: »Anyone can slap on high health and still have damage, even non-werewolf users. And yes they too will die much the same, see we are actually in agreement 🤝
? Nobody on the live server can slap on 50k HP and do 8-9k DPS. You wanna bet 10 mil gold on it?
Easy 20k first try hardest part was getting 50k health.
Now do that on a real player instead of an NPC
Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.

Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.
Mediocre_Talents wrote: »YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.
There are some 220k pure sorc parces too, what's your point?
YandereGirlfriend wrote: »Mediocre_Talents wrote: »YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.
There are some 220k pure sorc parces too, what's your point?
That 200k is INSANE damage in any context but especially for a one-bar accessibility playstyle.
And that there is a huge sweet spot between 200k and the "nerfed into Oblivion!!" doomster takes that are proliferating based more upon vibes rather than actual evidence.
dark_hunterxmg wrote: »
If the real player stands there face tanking like React does, he will.
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Mediocre_Talents wrote: »Ok, so a WW does 200k parce damage? OH NO! PVE is still going to be 8 Arc's with beams anyways. That 200k damage is single target which isn't really used in PvE anyways.
dark_hunterxmg wrote: »
If the real player stands there face tanking like React does, he will.
No reason to sit here making blatantly false statements. Seems to be a lot of attacks on my character or the integrity of the testing I've provided going on.
Every single CMX I've provided apart from one single CMX weeks ago where static acted as a parse dummy (which was disclosed at the time of posting) has been from proper duels complete with healing, blocking, rolling, kiting, stuns, attempts to outspace and pressure back, etc.
There aren't any attempts to deceive or manipulate with any of the data provided. We're putting on realistic PVP builds and fighting normally. In my case since the EU copy on week 3, I've actually been using my live PC EU character to fight the WWs - the build I run every day for solo PVP in cyrodiil/IC.
YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.

autocookies wrote: »YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.
And they are all on the same nightblade build. Which is already being adjusted so 200k werewolf will likely be gone soon anyways.
You are NOT doing 10k DPS on werewolf to a person (“with max resistance” doing these things. And if you are, it’s because of sorc mastery and/Signet which you and I both know will be nerfed into the group and werewolf will be left as is. You are ridiculously disingenuous but I suppose I can only direct my frustration towards the combat team/feedback handling as it seems that they are only ever able to see the feedback to nerf werewolf but not buff it.
SlagasaurusRex wrote: »
You are NOT doing 10k DPS on werewolf to a person (“with max resistance” doing these things. And if you are, it’s because of sorc mastery and/Signet which you and I both know will be nerfed into the group and werewolf will be left as is. You are ridiculously disingenuous but I suppose I can only direct my frustration towards the combat team/feedback handling as it seems that they are only ever able to see the feedback to nerf werewolf but not buff it.
And yet, that is what is occurring. React posted screenshots without sorc mastery passives and yet you still insist that he is being purposefully deceptive. I don't know how to convince you that I and others are being fully earnest here. Well-known players with sterling reputations in the PC NA PVP community (who I have a deep respect for and have fought upwards of a thousand times) with the best defensive gameplay (block-casting timing/movement/rotations) are getting parsed for outrageous numbers on PTS right now. The insistence that this is somehow a grand conspiracy of players specifically biased against werewolf for some reason is uncharitable and unproductive.
dark_hunterxmg wrote: »
If the real player stands there face tanking like React does, he will.
No reason to sit here making blatantly false statements. Seems to be a lot of attacks on my character or the integrity of the testing I've provided going on.
Every single CMX I've provided apart from one single CMX weeks ago where static acted as a parse dummy (which was disclosed at the time of posting) has been from proper duels complete with healing, blocking, rolling, kiting, stuns, attempts to outspace and pressure back, etc.
There aren't any attempts to deceive or manipulate with any of the data provided. We're putting on realistic PVP builds and fighting normally. In my case since the EU copy on week 3, I've actually been using my live PC EU character to fight the WWs - the build I run every day for solo PVP in cyrodiil/IC.
YandereGirlfriend wrote: »autocookies wrote: »YandereGirlfriend wrote: »Mediocre_Talents wrote: »Let me make sure I understand the crying. NB can have 2 spec bows, Templar's can stand in their safe house (rune) and almost take no damage and still do insane burst, DK can press 3 buttons and be OP, wardens, I guess we will see next patch but WW gets a little utility and some burst finally and everyone loses their minds?
Why is everyone so worried about WW? Should the devs just remove it from the game, would that make everyone happy? I encourage ANYONE asking for more nerfs to play WW on live right now and see how bad of a class it is. Year over year, patch after patch the people who play WW are just left with crumbs. The refresh comes out and it's now 21 pages of people crying about how over-tuned it is.
I also didn't see half of these people calling for DK nerfs when update 49 hit the PTS and now some of them are DK mains. Nice.
Let's get back to focusing on bug fixes and actual things the devs can use to make WW better, not worse.
Don't worry devs are just nerfing werewolf some more and gonna call it a day. the whiners will get their way. 11 years of being worthless garbage, especially in PvE, and we're not allowed to even look forward to our own rework.
(From PTS Summary week 3, the patch coming on this incoming Monday)
I actually don't even know why the devs are doing this, I didn't even see that many people saying Werewolf Power is unhealthy in PvE.
Plenty of 200k one-bar WW parses out there currently so this reads as a wild overreaction.
And they are all on the same nightblade build. Which is already being adjusted so 200k werewolf will likely be gone soon anyways.
Which is making a great argument for why WW should not receive Class Masteries.
Instead, give it its own WW Masteries.
And make it a toggle while we're at it. The ult-gen minigame is tedious and adds nothing of value to gameplay.