autocookies wrote: »Most top-performing werewolf parses currently rely on Signet, and its high damage output is effectively setting the benchmark for the entire playstyle. Because balance adjustments are being made around that level of performance, any build that doesn’t incorporate Signet is inevitably going to fall behind.
I would strongly prefer that Signet-based werewolf builds be addressed decisively now, rather than gradually nerfed over time in a way that risks undermining the viability of all other setups in the process.
MashmalloMan wrote: »Hmmm... hate to say I told you so to everyone that said Signet was fine and enabled a fun playstyle, but "I told you so."
Any set item that tells you "receive this massive benefit for not engaging with a core mechanic of the game" is problematic. Even Oakensoul understands this, it eliminates a bar, but it doesn't give you maximum ceiling DPS, it's for early-mid tier players. Warmask gives great single target, but it nukes your cleave meaning most people won't use it in real content, it also actually requires some type of effort.
Modifiers like 170% for Signet and 150% for Empower should be EYE OPENING to the dev team when majority of modifiers we use are between 5~12% for damage done. These effectively give 10x the value, so either they're overperforming (Signet) or the base thing it's modifying is underperforming (Heavy Attacks).
And they just keep going in circles, nerfing Permanent pets, then just Bear, in an effort to keep Signet exactly the same instead of tinkering with it any capacity. I want a status effect mythic, but I don't want this, something that works best when not casting your ultimate, doing nothing... or cheesing it with setups like Warden's Bear, Sorc's Overload, or WW's transformation.
I go back to my original suggestion:
- Add a base effect; +20% damage done with status effects and 1 random status effect every 2s.
- Instead of 1% per ultimate stored up to 170%, give 80% for 1s per 10 ultimate spent.
- For the purposes of this proc condition, allow Rampage to be treated as an ultimate.
Or something like this anyway, the point stands; big number go down, low number go up, all ultimates are rewarded, fun part of random effects improved. It should be usable for all status effect/elemental playstyles, instead of enabling this weird situation where anyone can use it just by never casting their ultimate.
I don't even want to hear about accessibility concerns on this one, because that's clearly not the intent of the design for Signet, and Oakensoul players who are disabled cast ultimates still. The part they're trying to avoid is the frequent APM requirements of bar swapping and managing 12 abilities instead of 6. Oakensoul includes Minor Heroism for a reason.
MashmalloMan wrote: »Hmmm... hate to say I told you so to everyone that said Signet was fine and enabled a fun playstyle, but "I told you so."
Any set item that tells you "receive this massive benefit for not engaging with a core mechanic of the game" is problematic. Even Oakensoul understands this, it eliminates a bar, but it doesn't give you maximum ceiling DPS, it's for early-mid tier players. Warmask gives great single target, but it nukes your cleave meaning most people won't use it in real content, it also actually requires some type of effort.
Modifiers like 170% for Signet and 150% for Empower should be EYE OPENING to the dev team when majority of modifiers we use are between 5~12% for damage done. These effectively give 10x the value, so either they're overperforming (Signet) or the base thing it's modifying is underperforming (Heavy Attacks).
And they just keep going in circles, nerfing Permanent pets, then just Bear, in an effort to keep Signet exactly the same instead of tinkering with it any capacity. I want a status effect mythic, but I don't want this, something that works best when not casting your ultimate, doing nothing... or cheesing it with setups like Warden's Bear, Sorc's Overload, or WW's transformation.
I go back to my original suggestion:
- Add a base effect; +20% damage done with status effects and 1 random status effect every 2s.
- Instead of 1% per ultimate stored up to 170%, give 80% for 1s per 10 ultimate spent.
- For the purposes of this proc condition, allow Rampage to be treated as an ultimate.
Or something like this anyway, the point stands; big number go down, low number go up, all ultimates are rewarded, fun part of random effects improved. It should be usable for all status effect/elemental playstyles, instead of enabling this weird situation where anyone can use it just by never casting their ultimate.
I don't even want to hear about accessibility concerns on this one, because that's clearly not the intent of the design for Signet, and Oakensoul players who are disabled cast ultimates still. The part they're trying to avoid is the frequent APM requirements of bar swapping and managing 12 abilities instead of 6. Oakensoul includes Minor Heroism for a reason.
That's something I noticed is a lot of good mythics have drawbacks, Oakensoul (my favorite), Pale Order, Warmask, and that Velothi Mage Amulet. They ALL have drawbacks. Why does this Signet have NO drawback and just a crapton of free power for nothing?
Elendildur wrote: »MashmalloMan wrote: »Hmmm... hate to say I told you so to everyone that said Signet was fine and enabled a fun playstyle, but "I told you so."
Any set item that tells you "receive this massive benefit for not engaging with a core mechanic of the game" is problematic. Even Oakensoul understands this, it eliminates a bar, but it doesn't give you maximum ceiling DPS, it's for early-mid tier players. Warmask gives great single target, but it nukes your cleave meaning most people won't use it in real content, it also actually requires some type of effort.
Modifiers like 170% for Signet and 150% for Empower should be EYE OPENING to the dev team when majority of modifiers we use are between 5~12% for damage done. These effectively give 10x the value, so either they're overperforming (Signet) or the base thing it's modifying is underperforming (Heavy Attacks).
And they just keep going in circles, nerfing Permanent pets, then just Bear, in an effort to keep Signet exactly the same instead of tinkering with it any capacity. I want a status effect mythic, but I don't want this, something that works best when not casting your ultimate, doing nothing... or cheesing it with setups like Warden's Bear, Sorc's Overload, or WW's transformation.
I go back to my original suggestion:
- Add a base effect; +20% damage done with status effects and 1 random status effect every 2s.
- Instead of 1% per ultimate stored up to 170%, give 80% for 1s per 10 ultimate spent.
- For the purposes of this proc condition, allow Rampage to be treated as an ultimate.
Or something like this anyway, the point stands; big number go down, low number go up, all ultimates are rewarded, fun part of random effects improved. It should be usable for all status effect/elemental playstyles, instead of enabling this weird situation where anyone can use it just by never casting their ultimate.
I don't even want to hear about accessibility concerns on this one, because that's clearly not the intent of the design for Signet, and Oakensoul players who are disabled cast ultimates still. The part they're trying to avoid is the frequent APM requirements of bar swapping and managing 12 abilities instead of 6. Oakensoul includes Minor Heroism for a reason.
That's something I noticed is a lot of good mythics have drawbacks, Oakensoul (my favorite), Pale Order, Warmask, and that Velothi Mage Amulet. They ALL have drawbacks. Why does this Signet have NO drawback and just a crapton of free power for nothing?
The drawback for Signet is that you kinda can't use your ultimate if you want to keep the bonus, and the Minor Timidity. The reason it works so well on Sorcerer, Warden and (new) Werewolf is because they have ultimates that they can use without draining all their ultimate points
It could also act as a sub-oakensoul and disable ultimates entirely while equipped haha. (Yes including WW, Sorc and Warden Bear)
It could also act as a sub-oakensoul and disable ultimates entirely while equipped haha. (Yes including WW, Sorc and Warden Bear)
Sorc sitting on max Overload too.MashmalloMan wrote: »What's funny is the only playstyle where the design genuinely makes sense
Sorc sitting on max Overload too.MashmalloMan wrote: »What's funny is the only playstyle where the design genuinely makes sense
But really most of what it'll be used for is melting players by spamming LA + Ele Sus with proc sets from range, sitting safely on top of a wall or inside a zerg. Worst way to design pressure.
OP isn't wrong, look at how NB got gutted for the crimes of Monomyth Reforged, which is what really drove the idiotic one shot meta in PvP more than subclassing or Assassination.
This is what we're afraid of, WW getting sent back to the perma timeout corner before the refresh even makes it to Live because of interactions with a few specific things. Above average players will be able to squeeze a lot of strength out of WW regardless of what they're using but the average and below average person won't.Sorc sitting on max Overload too.MashmalloMan wrote: »What's funny is the only playstyle where the design genuinely makes sense
But really most of what it'll be used for is melting players by spamming LA + Ele Sus with proc sets from range, sitting safely on top of a wall or inside a zerg. Worst way to design pressure.
OP isn't wrong, look at how NB got gutted for the crimes of Monomyth Reforged, which is what really drove the idiotic one shot meta in PvP more than subclassing or Assassination.
Tommy_The_Gun wrote: »WW still lacks CC removal skill... Something that is kinda required to do most content...
VinnyGambini wrote: »Imo just nerf signet furher in pvp. Instead of half damage, make it 25%.