Most of the casuals are the actual money. Not the top 1% playerbase.
When your active players drops from 15,000 down to 5,000 or whatever that’s a lot of money.
Thats wrong thou, in all of online gaming, the whales generetate most of the income
"Whales spend significantly more money on games than casual players. While casuals make up the bulk of a game's download and active user base, a tiny fraction of players (often around 1–2%) known as whales generate 50–90% of all free-to-play (F2P) mobile and live-service revenue" there are studies on this.
Im also sick of seeing this 1% are toxic eltitist while 99% are casuals. There are far more variations then this, mostly toxic casuals who dabble in overworld think its split up into 99% and 1%
Just got back into the game. Thank you so much for the werewolf update and for making them strong.
However. I already know how this song and dance goes. It happens with everything fun.
The 1% elites here cry. And YOU devs listen to them. Then I cancel my subscription again.
How about trying something different this time? Buff other weak things. Try it. Players might be happy.
I’ll keep this short and I could care less what the 1% of forum lurkers here say you do not represent me and the 1,000’s of players who spend money. Us casuals.
I buy skins. Crowns. Packs. Homes. All of it.
But if you nerf werewolf? I’ll quit again. The money stops. Pretty simple.
I would stop spending money now then if you think the devs aren't nerfing WW at all.
I already accepted that they will, I just hope they don't gut it for PvE, but they probably will.
Erickson9610 wrote: »I would stop spending money now then if you think the devs aren't nerfing WW at all.
I already accepted that they will, I just hope they don't gut it for PvE, but they probably will.
I hope they don't gut it for PvP. I know they balanced PvE and PvP Werewolf separately this patch, but I hope they don't use this as an excuse to ruin Werewolf in the gamemode that I care most about.
Like, imagine if they put a ramping cost or cooldown on Prowl. While this would make the Detect part of the skill less potent in PvP, it would also make the Reduced Monster Aggression Radius part of the skill less potent in PvE. If they introduced a "while Battle Spirit is active" stipulation, then PvE balancing would no longer hold PvP balancing back, and vice versa, but this means that it could be completely gutted in one mode without the consideration of the change's impact in other modes preventing that from happening.
We should care about how the playstyle performs in all parts of the game, not just PvE and not just PvP.
cyclonus11 wrote: »♫♪♪ If you nerf
Don't nerf now
Please don't take my roar away ♫♪♪
Just got back into the game. Thank you so much for the werewolf update and for making them strong.
However. I already know how this song and dance goes. It happens with everything fun.
The 1% elites here cry. And YOU devs listen to them. Then I cancel my subscription again.
How about trying something different this time? Buff other weak things. Try it. Players might be happy.
I’ll keep this short and I could care less what the 1% of forum lurkers here say you do not represent me and the 1,000’s of players who spend money. Us casuals.
I buy skins. Crowns. Packs. Homes. All of it.
But if you nerf werewolf? I’ll quit again. The money stops. Pretty simple.
nightbringer1993 wrote: »The DK refresh is one of the reasons that made me leave the game.
They nerfed necromancers like hell for the past five years and ZOS told us to wait for winter 2027 to have out class ready, in the mean time, classes that are not being refreshes will suffers nerfs while refreshed classes will be playable and overpowered.
The next refresh is warden, the class I hate the most, especially since the infamous charm that was added when scribbing came out, and I don't want to be in the game to witness wardens, DK and werewolf nuking people while mine becomes more and more unplayable.
So as a necro main who got nerfed like hell, the game is unplayable, and ZOS needs to understand that nerfing players again and again will make people quit the game. That DK refresh made people quit pvp, and I saw it the two-three weeks I remained in the game after the patch.
This is both a hilarious yet horrifying mental image. It would definitely slow them down if they didn't want to twist/break an ankle or two lol.
I mentioned this before, don't remember if it was in this thread or one of the others. While the devs are getting better about splitting PvP and PvE stuff as of late, that doesn't mean they'll KEEP doing it for everything. It's entirely possible that X nerf for PvP carries over to PvE, and changing/reducing health-based healing in PvE making tanking harder/worse in PvE was something I brought up. I don't tank, but a lot of people already crap on WW tanking. It doesn't need one of the things it has going for it yeeted into the void.Plus everyone keeps asking for health-scaling removed from Werewolf heals (even people who defend WW). Great, this guts it for PvE tanking and harder solo content. But nobody's talking about that, they're just talking about PvP, and I don't trust the devs to introduce completely different scaling mechanics for PvP vs PvE (plus insert complaints that people already have of skills working too differently in PvP)
So, yeah I'm worried for PvE.
I'm still waiting on clarification on how the whole "I win" button applies to PvE, since apparently they weren't just talking about PvP when I mentioned not everything being PvP. Because like I said, the whole goal of DPS in PvE is to get your numbers as high as possible so you (and your group for Dungeons and Trials) CAN win. Winning IS indeed fun when that's the whole point of getting strong enough to clear stuff in PvE.AetherialXL wrote: »
LukosCreyden wrote: »Nerf everything until it is all an unplayable, miserable mess again! Yes!
I'm still waiting on clarification on how the whole "I win" button applies to PvE, since apparently they weren't just talking about PvP when I mentioned not everything being PvP. Because like I said, the whole goal of DPS in PvE is to get your numbers as high as possible so you (and your group for Dungeons and Trials) CAN win. Winning IS indeed fun when that's the whole point of getting strong enough to clear stuff in PvE.AetherialXL wrote: »
I genuinely don't get how anything that gets someone closer to the goal of clearing X or Y is somehow bad in PvE. I don't get how it's considered "I win" to have something strong in PvE.
Militan1404 wrote: »I'm still waiting on clarification on how the whole "I win" button applies to PvE, since apparently they weren't just talking about PvP when I mentioned not everything being PvP. Because like I said, the whole goal of DPS in PvE is to get your numbers as high as possible so you (and your group for Dungeons and Trials) CAN win. Winning IS indeed fun when that's the whole point of getting strong enough to clear stuff in PvE.AetherialXL wrote: »
I genuinely don't get how anything that gets someone closer to the goal of clearing X or Y is somehow bad in PvE. I don't get how it's considered "I win" to have something strong in PvE.
Becouse there supposed to be a challenge and your supposed to need tanks and healers if not they would have no reason to exist. If a WW can take down trial bosses alone why even bring DDs thats not WW, and why bring tanks or healers. When one WW can take down a trial boss imagine what a group of WW can do. So balance is just as important in pve as in pvp, becouse if something is to OP in pve everything else gets usless.
WWs could be fixed by simply making class mastery passives inactive in WW form. That would tune down their damage a bit and take away the easy infinite sustain so players would have to build more into resources and less into giant health pools. An easy fix without touching anything on the WW skill tree.
Avran_Sylt wrote: »I'm sorry but WW needs a nerf.
Tankier than templar healbots while maintaining a full rotation full of CC for resource attrition, bleeds, AoE damage, and GCD/Potion free infinite range stealth detection, and % max hp health restore favoring tanky attrition builds even more.
Their damage can stay, their defensive kit cannot.
Just got back into the game. Thank you so much for the werewolf update and for making them strong.
However. I already know how this song and dance goes. It happens with everything fun.
The 1% elites here cry. And YOU devs listen to them. Then I cancel my subscription again.
How about trying something different this time? Buff other weak things. Try it. Players might be happy.
I’ll keep this short and I could care less what the 1% of forum lurkers here say you do not represent me and the 1,000’s of players who spend money. Us casuals.
I buy skins. Crowns. Packs. Homes. All of it.
But if you nerf werewolf? I’ll quit again. The money stops. Pretty simple.
tried it, leveled to max, signet build, not impressed.
for a solo tank, 42k hp and 30k resist, it barely hits harder than bash builds, with much weaker survivability - no way to diversify resource, no shield, no HoT, animations are confusing and seriously delayed, only variance is by sets, and if there is a single enemy i'd risk running out of ultimate.
remind me not to trust those popular complaints again.
VenomSheru wrote: »tried it, leveled to max, signet build, not impressed.
for a solo tank, 42k hp and 30k resist, it barely hits harder than bash builds, with much weaker survivability - no way to diversify resource, no shield, no HoT, animations are confusing and seriously delayed, only variance is by sets, and if there is a single enemy i'd risk running out of ultimate.
remind me not to trust those popular complaints again.
You aren't playing it RIGHT .. lol