dark_hunterxmg wrote: »dark_hunterxmg wrote: »There is nothing wrong with health scaling heals. Weapon damage scaling makes zero sense. Heals scaled on offensive stats? Why do so many want damage dealers to be damage healers? Also, why does Werewolf have to be like everything else?
"There is nothing wrong with health scaling heals.", didn't I duel your Deadlands Demolisher Bash WW on the PTS and it was some 10+ minute stalemate precisely due to health scaling heals being overtuned? Same as literally any fight against a 40-50k health werewolf?
Most people acknowledge endless fights as a boring thing, not just in ESO but any competitive activity - imagine there were no goals and every football game ended 0-0, this is the equivalent of max health meta in ESO.
And yes, heals should scale based off of offensive stats - we have quite a few of those in game... or would you rather have things like Vigor, Leeching Vines etc also scale off of Max Health? Spoiler: wouldn't be good for the game, as explained above.
It is not about "damage dealers wanting to be healers" (you don't heal other people with any werewolf ability), just about damage dealers not wanting to be forced into the tank role. Also if I were to reverse your logic, why does a tank want to be a "healer"?
This line of reasoning just doesn't hold water.dark_hunterxmg wrote: »Once class masteries go away, you will see the hard nerf that you're looking for. Werewolf will be in the same place is has always been.
While the class masteries make health scaling even worse, you still want to build around maximum health even as a warden werewolf (which has no health scaling class masteries) because you'd be foolish to still give up around 70% of your self-healing, even if you were to gain 1600 weapon/spell damage towards Hircine's Rage on Warden.
We did indeed fight for a little while. You called stalemate far earlier than I would have. The amount healing that I was getting isn't inherent to Werewolf. It is inherent to Sorc. Every Sorc next patch will be getting at least 2k hps just because. I play the same Bash build on live and I have for a while. New Werewolf makes it more sustainable.
I do agree that endless fight are boring but I expect that with werewolf duels. Werewolf fights on pts are the same as on live. Endless.
Tank is resistance. Heals don't scale on resistance. I can have high health and still be squishy af. Weapon damage scaling heals work for human builds because they have mid damage and can stack multiple out of kit heals. Werewolf doesn't have that luxury.
dark_hunterxmg wrote: »dark_hunterxmg wrote: »There is nothing wrong with health scaling heals. Weapon damage scaling makes zero sense. Heals scaled on offensive stats? Why do so many want damage dealers to be damage healers? Also, why does Werewolf have to be like everything else?
"There is nothing wrong with health scaling heals.", didn't I duel your Deadlands Demolisher Bash WW on the PTS and it was some 10+ minute stalemate precisely due to health scaling heals being overtuned? Same as literally any fight against a 40-50k health werewolf?
Most people acknowledge endless fights as a boring thing, not just in ESO but any competitive activity - imagine there were no goals and every football game ended 0-0, this is the equivalent of max health meta in ESO.
And yes, heals should scale based off of offensive stats - we have quite a few of those in game... or would you rather have things like Vigor, Leeching Vines etc also scale off of Max Health? Spoiler: wouldn't be good for the game, as explained above.
It is not about "damage dealers wanting to be healers" (you don't heal other people with any werewolf ability), just about damage dealers not wanting to be forced into the tank role. Also if I were to reverse your logic, why does a tank want to be a "healer"?
This line of reasoning just doesn't hold water.dark_hunterxmg wrote: »Once class masteries go away, you will see the hard nerf that you're looking for. Werewolf will be in the same place is has always been.
While the class masteries make health scaling even worse, you still want to build around maximum health even as a warden werewolf (which has no health scaling class masteries) because you'd be foolish to still give up around 70% of your self-healing, even if you were to gain 1600 weapon/spell damage towards Hircine's Rage on Warden.
We did indeed fight for a little while. You called stalemate far earlier than I would have. The amount healing that I was getting isn't inherent to Werewolf. It is inherent to Sorc. Every Sorc next patch will be getting at least 2k hps just because. I play the same Bash build on live and I have for a while. New Werewolf makes it more sustainable.
I do agree that endless fight are boring but I expect that with werewolf duels. Werewolf fights on pts are the same as on live. Endless.
Tank is resistance. Heals don't scale on resistance. I can have high health and still be squishy af. Weapon damage scaling heals work for human builds because they have mid damage and can stack multiple out of kit heals. Werewolf doesn't have that luxury.
I mean, 5-10 minutes or so with none of the resource pools (assuming on either one of us) dropping below 75% is enough to call a stalemate when there is spikes of damage that could swing the fight one way or the other.
The max health scaling is a problem on a lot of builds, but it's particularly bad on werewolf as I'm sure you're aware. On a sorcerer you'll still have to build super high resistances on top of the max health in order to survive, where as werewolf is fine just having 20k resistances and going all in on health since there's even more health scaling than on a normal sorc, even if the other sorcerer runs Calculated Defense on top of CoE.
The warden werewolves are also just stacking max health, despite even potentially getting 1650 weapon/spell damage for Hircine's Rage.
Here's a little experiment (which I've done myself) for anyone thinking health scaling isn't a problem: make a werewolf with 30k health, try to duel people (especially other werewolves with 40k+) - see how that goes. Next step, put your attributes, enchants etc into Health instead and notice the difference.
Also being a "tank" isn't just about stacking armor or % dmg mitigations, it's also about stacking health and HPS in pretty much any content and knowing which ones you need to stack on which build.
Weapon Damage scaling on heals wouldn't work on Werewolf either, because people would still build around maximum health and just mix & match health scaling and the naturally high weapon/spell damage - my werewolf for example has almost the exact same weapon/spell damage with 64 points into health, healthy jewelry & and health glyphs on armor as a 30k build using tri-glyphs... for this reason the scaling on Rip and Tear should be primarily stamina/magicka based and yes, should result in a nerf to self-heals on a health stacking werewolf and in a buff for those building more around maximum stamina or magicka.
Nord_Raseri wrote: »Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
Nord_Raseri wrote: »Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.
dark_hunterxmg wrote: »Nord_Raseri wrote: »Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.
1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.
dark_hunterxmg wrote: »Nord_Raseri wrote: »Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.
1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.
Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.
I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.
dark_hunterxmg wrote: »dark_hunterxmg wrote: »Nord_Raseri wrote: »Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.
1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.
Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.
I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.
Werewolf builds differently for dueling than for open world just like everyone else. It's usually the 5-piece sets that change. Monster sets are not better than mythics for werewolf in most cases, so you aren't likely to see those. I tried Jeralls and it isn't worth it. Warmask was used to produce one of those higher dps player parses that we saw earlier in this thread. That is unlikely to be used open world either. Werewolves will give up damage in favor of survivability in open world.
Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
dark_hunterxmg wrote: »dark_hunterxmg wrote: »Nord_Raseri wrote: »Regardless of overperforming sets(which will inevitably be nerfed) and/or class mastery(subject to change upon class refresh), I do not think 1v1s are the best basis for balance in an open world group oriented game.
False. There are many situations where balance in 1v1s have directly translated to openworld PvP's, i.e., Animal/Assassination/X builds, HoT stacking, proc stacking, & tank builds with procs for damage, Shattered Fate Signet builds, etc. I could name more, but I'd have to go through every previous meta and quite frankly I cannot remember them all. All of these are problematic in both 1v1s and openworld PvP. There are only a handful of cases where 1v1s do not directly affect openworld balance, such as Vicious Death/Plaguebreak builds or pure single target duel builds with maximum damage and zero survivability, but that line too has now faded with reworked DK using Vicious Death to wipe large groups while still having enough damage to be a serious threat vs most players in a duel, or Shattered Fete Signet builds that can still be tanky and do so much damage you thought it was a ganker.
1v1 performance is a piece of the puzzle, but dueling builds are not going to be the same as open world builds. I think you know that though.
Well that's the thing though, on werewolf they are. There's no one running around dueling with Jeralls, Kjalnar, Zaan or any other dueling oriented set as a werewolf, nor are there dueling specific ability changes on werewolf builds.
I would wager that all that max health, healing power, sustain for dodge roll spam and ability to reveal every pulse pleb nearby is going to be even more beneficial in open world/BGs, but we can come back to this post on Monday and see if I was wrong.
Werewolf builds differently for dueling than for open world just like everyone else. It's usually the 5-piece sets that change. Monster sets are not better than mythics for werewolf in most cases, so you aren't likely to see those. I tried Jeralls and it isn't worth it. Warmask was used to produce one of those higher dps player parses that we saw earlier in this thread. That is unlikely to be used open world either. Werewolves will give up damage in favor of survivability in open world.
Literally no one is using Warmask in duels... Shattered Paths is much, much better. Rest of the gear being used is the same you'd run in open world: Disdain & Gorethief/Dragon's Appetite (or Aerie's in case of warden).
Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
I'd honestly rather deal with packs of obnoxious overpowered 50k health WWs then deal with packs of shattered signet pulse-gankers. And I can already guess how a clash between a WW pack and a pulse-gank pack will go. Let them have their feast.
I'd honestly rather deal with packs of obnoxious overpowered 50k health WWs then deal with packs of shattered signet pulse-gankers. And I can already guess how a clash between a WW pack and a pulse-gank pack will go. Let them have their feast.
Lol, no, you wouldn't. Don't lie. Everybody can pretend they would rather deal with overpowered 50 HP WWs than pulse gankers until they actually experienced it. At least pulse-gankers can be killed. How are you going to kill 3 WWs with 50k HP pounding on you? You can't even kill 1 by itself lol. No thanks.
This is the problem I have with forums feedback. People are so disingenuous. They literally said the same thing about DK when people like me raised valid concerns about that class, something like "I'd rather deal with DK than subclassed builds", while not even testing themselves. All talk and speculation, zero data. When U49 went live and the meta settled as we predicted, now everybody is complaining about DKs because it is leagues above subclassed builds lmao. Like, I told you so? Maybe people should have actually listened to those that did the testings than let their feelings and personal agenda take over.
Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
Sordidfairytale wrote: »Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.
https://www.youtube.com/watch?v=LnH3PtdIcDY&t=57s Kickimanjaro wrote: »Sordidfairytale wrote: »Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.
I'll upload a clip of testing shortly as I am curious how we both tested it on PTS but seem to have observed different behavior.
Edit: Main test at 1:10-end, first is 10 light attacks wearing threads, then another 10 without. Observed consistent hemorrhaging proc after each light attack when wearing Threads, but not without it.
Can you show me how it is not working?https://www.youtube.com/watch?v=LnH3PtdIcDY&t=57s

Wolves run in packs
Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.
Sordidfairytale wrote: »Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.
I'm not even a computer scientist and I figured this all out on the PTS. But... I didn't come here to brag, I came to get some feedback from the devs.
@ZOS_Gilliam @ZOS_Kevin
Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.
Sordidfairytale wrote: »Sordidfairytale wrote: »Please forgive me if this was already mentioned, but the five piece bonus from Threads of War does not work in Werewolf form. Is there a list of things that do not function in WW form? I realize the weapon passives do not work while in Werewolf form. But the CP Bulwark recognizes if you have a shield or frost staff equipped, and the Signet still applies a random status effect with your light attacks, and Spattering Disjunction applies the 40% bonus damage to those status effects. So why wouldn't Threads work with the weapon you have equipped?
Can anyone confirm this is true? Threads not working in WW form? Also, does the effects double if you run threads and SPS?
I can confirm that Threads 5 piece does not work while in WW form. Your light and heavy attacks cause the target to bleed, which can proc hemorrhaging.
I'm not even a computer scientist and I figured this all out on the PTS. But... I didn't come here to brag, I came to get some feedback from the devs.
@ZOS_Gilliam @ZOS_Kevin
? This is normal behaviour go check on live. The status effect of threads depends on the damage type of your la not actually your weapon equipped. So if you are in ww form threads will cause hemo because your light attacks do bleed damage and if you were to equip say bow or something and then use overload you would do concussion instead of sundered.
Why do we continue to put up with broken updates going live when everyone knows that that they are broken? Isn't this what a PTS is for? At this point it just feels like it should be called the pain preview server because the broken changes will go live no matter what.