
Werewolf isn't substantially different than day 1 of PTS. Very little seems to have been changed aside from a few number nerfs. I was under the impression that we were supposed to be giving feedback so that it could be changed and improved along the way. It seems that the near-final product is what was presented from day 1. There have been a number of Werewolf mains that have given good solid feedback on changes to this playstyle. It seems to have gone largely unheard.
Here is more unsolicited feedback from a pvp Werewolf main:
-Werewolf is clunky feeling. However "strong" it supposedly is, if it isn't smooth, it isn't fun.
-Werewolf is slow. It needs to be faster and not have the same speed cap as human players. Speed buffs mean nothing if it is already at cap and it still subject to any and all snares.
-Pounce is still bugged and is casting within melee range regularly. Casting within melee range means I did not apply the Carnage that I intended. Please combine pounce and Carnage into a single cast. Increase the range of this skill as well since it is highly subject to position desync and not casting when it should.
-The cast time on Roar needs to go. It is far to easy to override with light attack or Bash. If it needs a delay, add it to the impact like you did with Fossilize.
-Hircine's Fortitude should have better scaling. Why do I have to run 50k health to have a burst heal that is 30% less than my live character? It still needs a HoT and Cross Heal mechanic.
-Rip and Tear has very little immediate damage impact. It has to be spammed over and over again to whittle at a health bar. Additionally, the heal is more useful than the burst heal. Lower this value and move it to the burst where it belongs. The healing kit relies too heavily on Rip and Tear.
-Still not going to use Bloody Gnash unless Hircine's Fortitude gets better. Give us a better reason to use it aside from nerfing the other morph.
-"DoT" timers; 1s, 6s, and 12s. None of these are standard numbers. Why are we getting all weird about it? Can we even call a 1s timer a dot? If we're also supposed to rely on Blood Claws for healing 6s is not acceptable. These dots should be standard values. No need to reinvent the wheel.
-The loss of 33% faster heavy attacks is a substantial nerf from live. A whole playstyle was removed with this change.
-Werewolf is far too intertwined with class mastery. Any inevitable change to a class mastery will be indirectly affecting Werewolves. I think we should stay out of it, but not without compensation.
-Werewolf continues to not have weapon passives. How long do we have to wait to get these?
I still have questions that the team really should answer:
@ZOS_JessicaFolsom what does "...without completely overpowering the meta in PVP" mean to the team? Is the intention of the team to make sure that Werewolf cannot be competitive with the meta? Have we seen werewolf overpowering the meta across the board?