BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
You sound like you just don't think 1bar builds in general should be allowed to be viable.
In an environment where you are directly competing against other players, something with 50% of the mechanical complexity of everything else should not be producing similar, or in current ww's case, better results. It's as simple as that. One bar builds are fine as a simplified version of the game for people that want it, but they should not be outperforming two bar setups.
WW is dramatically outperforming everything that isn't a DK or a status sorc, and it is still edging out both of those specs at the highest levels on the "meta" builds. It has unparalleled survivability, great mobility, excellent sustain, and the highest DPS you can achieve. The dramatically reduced complexity of one bar means WAY less GCDs spent on buffing, and way more GCDs spent damaging or healing (or in rip and tear's case, both).
Something's gotta give.
BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
Anyone being objective about the game's balance should be coming to the conclusion that current WW is too strong. Same for the shattered paths signet and some of the builds it enables. That seems to be a huge problem for some people though.
Speaking as someone who mains a DK at tbe moment and does his own (extensive) testing, heart of flame is objectively overperforming after the u50 change. It was the best skill in the entire game before u50, but I was okay with it precisely because of the "reworked classes will be powercrept" context. Now that it heals you for 15% of your health every tick instead of 15% of your missing HP, it is the strongest HOT ability in the entire game on top of the infinite sustain, AOE burst, and interrupt it provides.
This patch I pushed my HP up to 37k, and in the right (cyrodiil) conditions, I've seen HOF heal me for 8k. It is objectively doing too much.
BardokRedSnow wrote: »BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
Anyone being objective about the game's balance should be coming to the conclusion that current WW is too strong. Same for the shattered paths signet and some of the builds it enables. That seems to be a huge problem for some people though.
Speaking as someone who mains a DK at tbe moment and does his own (extensive) testing, heart of flame is objectively overperforming after the u50 change. It was the best skill in the entire game before u50, but I was okay with it precisely because of the "reworked classes will be powercrept" context. Now that it heals you for 15% of your health every tick instead of 15% of your missing HP, it is the strongest HOT ability in the entire game on top of the infinite sustain, AOE burst, and interrupt it provides.
This patch I pushed my HP up to 37k, and in the right (cyrodiil) conditions, I've seen HOF heal me for 8k. It is objectively doing too much.
I am thinking objectively, which is why I see this statement say that werewolves are outperforming everyone (imo they aren’t, dk is still in every PvP mode) and I think, now why wouldn’t I want hof being as strong as it is if this is the case.
If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them:
If you’re saying you want all of these things nerfed together because they’re all too strong then fine I see your point of view but again I’d rather see where the class reworks go first before nerfs start flying.
Because objectively I’m thinking there’s no point nerfing anything yet when we know every class rework they introduce is gonna be stupid strong despite the pts participants commentary.
In a perfect world each rework would come with a balanced change but that’s not happening, mainly because the ceiling they’re going for, subclassing, is already unbalanced and they don’t wanna remove it entirely.
BardokRedSnow wrote: »BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
Anyone being objective about the game's balance should be coming to the conclusion that current WW is too strong. Same for the shattered paths signet and some of the builds it enables. That seems to be a huge problem for some people though.
Speaking as someone who mains a DK at tbe moment and does his own (extensive) testing, heart of flame is objectively overperforming after the u50 change. It was the best skill in the entire game before u50, but I was okay with it precisely because of the "reworked classes will be powercrept" context. Now that it heals you for 15% of your health every tick instead of 15% of your missing HP, it is the strongest HOT ability in the entire game on top of the infinite sustain, AOE burst, and interrupt it provides.
This patch I pushed my HP up to 37k, and in the right (cyrodiil) conditions, I've seen HOF heal me for 8k. It is objectively doing too much.
I am thinking objectively, which is why I see this statement say that werewolves are outperforming everyone (imo they aren’t, dk is still in every PvP mode) and I think, now why wouldn’t I want hof being as strong as it is if this is the case.
If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them:
If you’re saying you want all of these things nerfed together because they’re all too strong then fine I see your point of view but again I’d rather see where the class reworks go first before nerfs start flying.
Because objectively I’m thinking there’s no point nerfing anything yet when we know every class rework they introduce is gonna be stupid strong despite the pts participants commentary.
In a perfect world each rework would come with a balanced change but that’s not happening, mainly because the ceiling they’re going for, subclassing, is already unbalanced and they don’t wanna remove it entirely.
You're not thinking objectively at all. You keep using the argument that "since you're killing bad players therefore it isn't broken", but that is not an objective stance. That is exactly why we have so many bad patches. I could kill the majority of subclassed players when subclassing was meta, yet it was objectively also broken. U49 and U50 are essentially identical. Like, if a group of Pelicans showed up instead of some average WWs, your DK group will absolutely be obliterated lol.
BardokRedSnow wrote: »
I am thinking objectively, which is why I see this statement say that werewolves are outperforming everyone (imo they aren’t, dk is still in every PvP mode) and I think, now why wouldn’t I want hof being as strong as it is if this is the case.
If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them:
If you’re saying you want all of these things nerfed together because they’re all too strong then fine I see your point of view but again I’d rather see where the class reworks go first before nerfs start flying.
Because objectively I’m thinking there’s no point nerfing anything yet when we know every class rework they introduce is gonna be stupid strong despite the pts participants commentary.
In a perfect world each rework would come with a balanced change but that’s not happening, mainly because the ceiling they’re going for, subclassing, is already unbalanced and they don’t wanna remove it entirely.
BXR_Lonestar wrote: »Balance is going to be bad for a while guys. They've only released TWO reworks now - the Werewolf and the DK. It won't technically be "balanced" until they've done ALL the reworks and all classes have been updated - which is going not going to happen for two years.
And even when they're all out, things won't really be "balanced." It'll just be closer to balanced than it is now because all classes will have had their updates.
This is why what they've done to try to dial back subclassing was the worst way to do things. They should have just undone subclassing altogether and THEN looked at reworking the classes and releasing a global rework where all the classes are reworked at once. Even if it took some time to do, it'd be better than dripfeeding it this way.
BardokRedSnow wrote: »Again, if werewolves were nerfed below the level they are at now, who would even play them. You and I both know they’d go back to being totally irrelevant in PvP again like they have been for dang near covid times or more, and you’d only see them in open world pve. Maybe a dungeon.
Sorry boys I find that boring and lame as hell. Variety is good, they’ve been nerfing things for years and the game never got more balanced, just less interesting
BardokRedSnow wrote: »Sustain was handed out when they introduced subclassing and everyone ran animal companion. Again that’s the standard, people basically had infinite resources well before the dk rework.
BardokRedSnow wrote: »Sustain was handed out when they introduced subclassing and everyone ran animal companion. Again that’s the standard, people basically had infinite resources well before the dk rework.
And that could have been fixed then and there.
BardokRedSnow wrote: »BardokRedSnow wrote: »BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
Anyone being objective about the game's balance should be coming to the conclusion that current WW is too strong. Same for the shattered paths signet and some of the builds it enables. That seems to be a huge problem for some people though.
Speaking as someone who mains a DK at tbe moment and does his own (extensive) testing, heart of flame is objectively overperforming after the u50 change. It was the best skill in the entire game before u50, but I was okay with it precisely because of the "reworked classes will be powercrept" context. Now that it heals you for 15% of your health every tick instead of 15% of your missing HP, it is the strongest HOT ability in the entire game on top of the infinite sustain, AOE burst, and interrupt it provides.
This patch I pushed my HP up to 37k, and in the right (cyrodiil) conditions, I've seen HOF heal me for 8k. It is objectively doing too much.
I am thinking objectively, which is why I see this statement say that werewolves are outperforming everyone (imo they aren’t, dk is still in every PvP mode) and I think, now why wouldn’t I want hof being as strong as it is if this is the case.
If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them:
If you’re saying you want all of these things nerfed together because they’re all too strong then fine I see your point of view but again I’d rather see where the class reworks go first before nerfs start flying.
Because objectively I’m thinking there’s no point nerfing anything yet when we know every class rework they introduce is gonna be stupid strong despite the pts participants commentary.
In a perfect world each rework would come with a balanced change but that’s not happening, mainly because the ceiling they’re going for, subclassing, is already unbalanced and they don’t wanna remove it entirely.
You're not thinking objectively at all. You keep using the argument that "since you're killing bad players therefore it isn't broken", but that is not an objective stance. That is exactly why we have so many bad patches. I could kill the majority of subclassed players when subclassing was meta, yet it was objectively also broken. U49 and U50 are essentially identical. Like, if a group of Pelicans showed up instead of some average WWs, your DK group will absolutely be obliterated lol.
And yet again here’s the flaw of your premise, there isn’t any group of pelicans, there’s just pelican and copycats, and the copycats I’ve fought and did just fine. For something to need a nerf imo it needs to be a widespread problem. Idk guess some of us adapt better, but if you ask me good players should be rewarded and be allowed to shine not have their builds nerfed every other cycle. I find it weird that’s even a thing tbh why would you want to be punished for being good and building better than others
Also “bad” players is very subjective, not being at the top 1% doesn’t make them bad and if anything, if they were so strong, werewolves etc, they’d be killing me despite being “bad”. I’m thinking objectively, I just disagree with your clique.
BardokRedSnow wrote: »BardokRedSnow wrote: »BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
Anyone being objective about the game's balance should be coming to the conclusion that current WW is too strong. Same for the shattered paths signet and some of the builds it enables. That seems to be a huge problem for some people though.
Speaking as someone who mains a DK at tbe moment and does his own (extensive) testing, heart of flame is objectively overperforming after the u50 change. It was the best skill in the entire game before u50, but I was okay with it precisely because of the "reworked classes will be powercrept" context. Now that it heals you for 15% of your health every tick instead of 15% of your missing HP, it is the strongest HOT ability in the entire game on top of the infinite sustain, AOE burst, and interrupt it provides.
This patch I pushed my HP up to 37k, and in the right (cyrodiil) conditions, I've seen HOF heal me for 8k. It is objectively doing too much.
I am thinking objectively, which is why I see this statement say that werewolves are outperforming everyone (imo they aren’t, dk is still in every PvP mode) and I think, now why wouldn’t I want hof being as strong as it is if this is the case.
If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them:
If you’re saying you want all of these things nerfed together because they’re all too strong then fine I see your point of view but again I’d rather see where the class reworks go first before nerfs start flying.
Because objectively I’m thinking there’s no point nerfing anything yet when we know every class rework they introduce is gonna be stupid strong despite the pts participants commentary.
In a perfect world each rework would come with a balanced change but that’s not happening, mainly because the ceiling they’re going for, subclassing, is already unbalanced and they don’t wanna remove it entirely.
You're not thinking objectively at all. You keep using the argument that "since you're killing bad players therefore it isn't broken", but that is not an objective stance. That is exactly why we have so many bad patches. I could kill the majority of subclassed players when subclassing was meta, yet it was objectively also broken. U49 and U50 are essentially identical. Like, if a group of Pelicans showed up instead of some average WWs, your DK group will absolutely be obliterated lol.
And yet again here’s the flaw of your premise, there isn’t any group of pelicans, there’s just pelican and copycats, and the copycats I’ve fought and did just fine. For something to need a nerf imo it needs to be a widespread problem. Idk guess some of us adapt better, but if you ask me good players should be rewarded and be allowed to shine not have their builds nerfed every other cycle. I find it weird that’s even a thing tbh why would you want to be punished for being good and building better than others
Also “bad” players is very subjective, not being at the top 1% doesn’t make them bad and if anything, if they were so strong, werewolves etc, they’d be killing me despite being “bad”. I’m thinking objectively, I just disagree with your clique.
What matters is not how the average player is playing something, what matters is what the upper potential of that thing and the upper potential of WW is a notch above and beyond anything that ever existed in ESO. Sooner rather than later, most players will figure out the best way to build and play WW and that will be a wrap. WW is still new so you're beating players who simply haven't figured out how to build it yet. WW meta really only works on only 2 classes.
Yesterday I put together my own meta WW sorc build, because it's a bad idea to form opinions on things you haven't even tried, and it's just silly.
The key problem with werewolf is easy infinite sustain. The skills are so cheap and the buffs always on for free, that if you run it on a sorc, you can run Bewitch Sugar Skulls and armor pots with 64 points into health and all health armor glyphs and the Lord Mundus. In the end, you end up with +45k health, 30k resist with 100% major protection on top of extraordinary damage. The build I made has 7k weapon damage, infinite sustain, constant healing, and then 20k burst heals if I need it. The build isn't even properly min-maxed and it performs at an unprecedented level. The DPS potential is better than any non-WW build you could put together without sacrificing everything defensive.
If you ever fight a min-maxed WW run by a competent player, you will lose. Or you'll turn on the DK block mastery and just hold it while hammering HoF until they give up. But you won't beat them.
I was like you at first because the WWs i encountered weren't that hard to fight against. But once I dueled the meta, I understood. And then I made the build myself and now I really understand. It's overtuned and needs to be adjusted.
Yea I’m not a fan of this patch at all. There’s nothing I despise more in this game’s combat than rewarding players for doing almost nothing at all. This is why I have such a big problem with procs and status effects in PvP.
This patch has managed to allow the combination procs and status effects with extremely tanky high health werewolves which are low effort/skill high reward themselves.
I’m not surprised to see such a passionate defense of the current state of werewolves. When something is this easy and this strong it often makes players who normally don’t perform well in PvP feel like winners for the first time ever. They don’t want it taken away. In this case, the people who insist werewolf is balanced are a sign that it needs a big adjustment.
BardokRedSnow wrote: »BardokRedSnow wrote: »BardokRedSnow wrote: »Hence, echochamber. You do your own testing and compare them regularly with the same people who play similarly and have generally a similar outlook on the game.
If you didn't, you might think hmm maybe heart of flame doesnt need that nerf in hindsight now that we have this werewolf refresh, the pulse ganking builds, and warden on the way.
Anyone being objective about the game's balance should be coming to the conclusion that current WW is too strong. Same for the shattered paths signet and some of the builds it enables. That seems to be a huge problem for some people though.
Speaking as someone who mains a DK at tbe moment and does his own (extensive) testing, heart of flame is objectively overperforming after the u50 change. It was the best skill in the entire game before u50, but I was okay with it precisely because of the "reworked classes will be powercrept" context. Now that it heals you for 15% of your health every tick instead of 15% of your missing HP, it is the strongest HOT ability in the entire game on top of the infinite sustain, AOE burst, and interrupt it provides.
This patch I pushed my HP up to 37k, and in the right (cyrodiil) conditions, I've seen HOF heal me for 8k. It is objectively doing too much.
I am thinking objectively, which is why I see this statement say that werewolves are outperforming everyone (imo they aren’t, dk is still in every PvP mode) and I think, now why wouldn’t I want hof being as strong as it is if this is the case.
If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them:
If you’re saying you want all of these things nerfed together because they’re all too strong then fine I see your point of view but again I’d rather see where the class reworks go first before nerfs start flying.
Because objectively I’m thinking there’s no point nerfing anything yet when we know every class rework they introduce is gonna be stupid strong despite the pts participants commentary.
In a perfect world each rework would come with a balanced change but that’s not happening, mainly because the ceiling they’re going for, subclassing, is already unbalanced and they don’t wanna remove it entirely.
You're not thinking objectively at all. You keep using the argument that "since you're killing bad players therefore it isn't broken", but that is not an objective stance. That is exactly why we have so many bad patches. I could kill the majority of subclassed players when subclassing was meta, yet it was objectively also broken. U49 and U50 are essentially identical. Like, if a group of Pelicans showed up instead of some average WWs, your DK group will absolutely be obliterated lol.
And yet again here’s the flaw of your premise, there isn’t any group of pelicans, there’s just pelican and copycats, and the copycats I’ve fought and did just fine. For something to need a nerf imo it needs to be a widespread problem. Idk guess some of us adapt better, but if you ask me good players should be rewarded and be allowed to shine not have their builds nerfed every other cycle. I find it weird that’s even a thing tbh why would you want to be punished for being good and building better than others
Also “bad” players is very subjective, not being at the top 1% doesn’t make them bad and if anything, if they were so strong, werewolves etc, they’d be killing me despite being “bad”. I’m thinking objectively, I just disagree with your clique.
BardokRedSnow wrote: »Now when I see a group of werewolves in cyrodiil farm people endlessly in a keep without the zerg getting them, I might change my tune. As it stands the only thing that needs to be nerfed across the board is shield stacking and heal stacking.
Would at least like to see someone actually 1vX with werewolf. I dont consider fearing and running around til you're zerged 1vXing and thats all I've seen from most of them, aside from picking off a few squishy pvers. Thats nothing new either.
You want one path that doesn't affect you nerfed, and not the other? Really?
BardokRedSnow wrote: »
I do not agree nerfs is the way to go, I'd rather see everyone have viable classes and playstyles than have a small group of people within an already small community dictate who is eating at any given time simply based on duels.
Tommy_The_Gun wrote: »The thing is that high burst combined with delayed burst & players going more tanky is a vicious cycle where one is propelling the other.
The OG WW design (when game launched) was clearly a PvP oriented brawler type (a mix of damage dealer & tank). It had weaknesses like high healing cost, no CC removal tool (which meant that it was slow) and no access to purge (and those wekneses for the most part are still there). With later updates WW was kinda converted into PvE type with some DPS potential, but as soon as it became even close to being relevant it was nerfed with a sledge hammer. Same thing happened later on when Alessian Order set build became a thing. Even though it was only working in IC environment - WW was once again nerfed with a sledge hammer.
So for years WW was a meme. It was so bad at everything that it became funny. Before they added option to changed difficulty, quite literally, if you wanted content to be more challenging - you were playing WW.
So.. just one update later WW went from a meme-class, the worst spec in a game to a broken OP level ? Is that what happened ? Aside from Warden WW build (which I agree, that one particular build is busted) I am not really sure if most of those claims are from people who are simply still "attuned" to WW being a "free kill" (cuz for the most part, for a very long time it was the case).
Anyway, current situation looks dangerously similar to WW's past (a story of record sledge hammer nerfs). As soon as it became useful, month later it was a useless meme joke.
Tommy_The_Gun wrote: »The thing is that high burst combined with delayed burst & players going more tanky is a vicious cycle where one is propelling the other.
Major_Mangle wrote: »If ZOS had actually listened to the feedback during last PTS instead of allowing a clearly overtuned spec to go live, we wouldn´t have this discussion.
BardokRedSnow wrote: »If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them
BardokRedSnow wrote: »If werewolf is the best at everything, which I again disagree on after my group folded so many of them in Cyrodiil and bgs, why on earth would you want to nerf things that can help deal with them
Rolling bad players isn’t really a good sample of the population. You and your group obviously haven’t ran into any good ww’s or it would’ve been stalemate or your entire group got taken out one by one. The ww’s you took out aren’t 1vXing Zergs. Also, zerging down individuals with a coordinated group is also not a baseline for testing combat metrics in PvP specifically related class tuning.
I’m also curious if you don’t play ww why are you being so argumentative and in their favor? They were much more balanced last patch and if you watch streams from u49 you’ll notice in bg’s and cyro the ww howls in the background which tells you there was no shortage of them last patch but their power and capabilities were more balanced. All they needed to do was tune down dk and release the class mastery passives. The ww class really did not need to be buffed like it did because historically speaking when you look online you can find old forum posts throughout the years of players bringing up the fact that they’ve always been over tuned in relation to the other classes since WW has been around. Let’s keep this thread honest and not pretend like WW’s are not over tuned going forward please and thank you.