Avran_Sylt wrote: »gammelscroll wrote: »gammelscroll wrote: »IZZEFlameLash wrote: »It'd be nice to move heals/recovery off of max health scaling altogether. Remove the incentive to stack health and force them into resource stats would be wonderful.
But then, I can't say for certain because I've never seen a solo WW going up against someone who isn't a light attack/single skill button enjoyer. They are always accompanied by a dedicated cleanser/healer if they deal meaningful amount of damage or whole lot of them if they are dealing somewhat decent damage (as in, not enough to kill someone who knows how to press defensive skill buttons) as a single wolf.
Iam 600 cp. I play Templar healer now. And the funny part is , I can tank and outheal ww damage. A 3000 cp ww couldnt kill me last night. But today i got smacked so hard by a DK. 24k take flight , 2x flame lash 18k and 19 k.
Still people cry about ww.
4000-9000 rip and tear. Blood claws tick for 1800. Pounce tick for 1500-1600.
Just sayinn
So because you encountered a ww that couldnt kill you (cp doesnt mean a lot), they arent op? If you get hit for 24k take flight, your build isnt well suited for pvp.
Btw i dont think the detection mechanic is a problem at all. Gankers have been annoying for way too long.
My point is DK is more Op. They do more dmg. Everyone is busy in here crying about ww being op when Sorc is busted as f. Nerf ww and dk and everyone is back to sorc meta like some years ago.
My build is very suitable for PvP. I can tank mostly 3-4 players. When a dk come iam dead. 18-19 k flame whip is balanced yo
Have you played a Sorc WW yet?
Also are those 3-4 player you're facing actually good? If so, you shouldn't be able to 1v4. That's not good balance.
WW doesn't need a nerf... people just gotta learn how to counterattack them... for a prime examplehttps://www.youtube.com/watch?v=aqfBBX_ApgE
You must be trolling at this point. As JohnRingo already pointed out, guy in the video basically says that to "counter" werewolves, you have to run away from them.
https://www.youtube.com/watch?v=w5VZGWAUV6g
Lol. Now tell me truthfully Mr. Protocol. Are you currently dominating playing WW and throwing out a curve ball here? Not sayin...just sayin.
Have you played Skyrim before? Have you visited Falkreach and gone to the jail to visit Sinding?
Werewolves can climb walls... So that means that we should be able to climb up walls to get inside the keep without having to siege the door down. This seems common for the general werewolf since you also see it in the Underworld movie (The Rise of the Lycans).
You can't really talk sense into WW mains at this point because they are incredibly biased. WW is out there breaking every known balance metrics of PvP:
Survivability - 45-48k HP with HP scaling heals and synergy with class mastery passives
Sustain - Limitless sustain with skills costing practically nothing and a burst heal restoring stam back
Damage - 6k+ DPS in a beefier build, and 9-10k in a pure damage build
Mobility - Permanent Major Expedition, so max movement speed is within reach.
A normal build with 45-48k HP, high survivability, unlimited sustain, and high mobility that can also deal 6k-10k DPS shouldn't exist. That build is reserved for emperors in a specific campaign. Yet, we have WWs capable of those stats and performance.
At this stage, it's not a question of whether WW is overperforming or not because objectively, IT IS. Every argument from the WW community can be easily dismantled with simple in-game data. Rather, it's a question of whether people have the integrity to acknowledge that their class is imbalanced. It appears to me that the majority of the WW playerbase does not have that capacity. Every time an argument gets countered, the goal post also gets shifted. So, enjoy the next 3 months of fighting nigh-unkillable WWs in Cyrodiil and BGs. You can join them or quit the game for a couple of months until your class gets reworked.
Same could be said to those who do not main WW. You guys come to the forums complaining about ww being super OP without a shred of evidence backing it up.. no logs, no screenshots of death recaps... nothing.
If you think that WW are SUPER op right now and they are unable to be killed.. why is it that last night on my “Unkillable” 48KHP (fully buffed up) WW with over 20k resistance, that Dks (Most OP class in the game right now) were the main class killing me? Here is a screenshot of my death recap.
Are you getting these kinds of numbers from a WW on your death recap? If so, let's see it
Oblivion_Protocol wrote: »I’ve been fighting a lot more werewolves lately, and honestly? Still not impressed. They melt to dots and statuses if they can’t heal through damage, and you can absolutely outkite them 9 times out of 10 with a bit of effort.
That said, yes they can hit hard. And yes they have buckets of health. But they aren’t the invincible god-slaying PVP-killers folks are making them out to be. Frankly, I struggle against DKs more.
Oblivion_Protocol wrote: »
Lol. Now tell me truthfully Mr. Protocol. Are you currently dominating playing WW and throwing out a curve ball here? Not sayin...just sayin.
Well, Mr. Ringo, I’ve never touched a werewolf at any time playing any Elder Scrolls game. It’s not my playstyle, and that’s not going to change any time soon. I’ve certainly killed enough of them, though 😉
They should have updated all classes at once instead of one at a time with a long period inbetween, we are going to have a completely broken game for like 2 years before all other classes are updated and balances have been made.....
IZZEFlameLash wrote: »
It is not a weak burst heal at all. For the lack of HoT, they have heal for % of damage done as well. They can be tough to kill that way, just like any well made builds. There's always a solution though. Like a burst combo or defile 'em.
dark_hunterxmg wrote: »IZZEFlameLash wrote: »
It is not a weak burst heal at all. For the lack of HoT, they have heal for % of damage done as well. They can be tough to kill that way, just like any well made builds. There's always a solution though. Like a burst combo or defile 'em.
The burst heal is weak. It's 33% less than the value from U49. A Werewolf cannot survive on that heal alone like it used to(barely). It HAS to use the other sources available in order to work. Both of the other skills that provide healing require a target and one of them misses the majority of the time. Human players can be nearly dead and heal up to full in 1 second. No Werewolf is doing that with their burst heal.
IZZEFlameLash wrote: »dark_hunterxmg wrote: »IZZEFlameLash wrote: »
It is not a weak burst heal at all. For the lack of HoT, they have heal for % of damage done as well. They can be tough to kill that way, just like any well made builds. There's always a solution though. Like a burst combo or defile 'em.
The burst heal is weak. It's 33% less than the value from U49. A Werewolf cannot survive on that heal alone like it used to(barely). It HAS to use the other sources available in order to work. Both of the other skills that provide healing require a target and one of them misses the majority of the time. Human players can be nearly dead and heal up to full in 1 second. No Werewolf is doing that with their burst heal.
I dunno, I personally wouldn't call something that heals for 10k weak but not as strong to keep you alive for long as you say, compared to non-WWs. I'd say it is balanced in a way. I would love a source of HoT but... yeah it is unlikely to happen lol.
VinnyGambini wrote: »Signet disabled in PvP. But guess what? WW still OP, makes no difference, "feels exatctly the same" streamers already stated. My maths were correct, who would have thought?
WW are currently too strong, but I don't think nerfing them is the answer. I mean, do we really trust Zos to do a careful, precision nerf?
Instead, imo, buff the counter play. Increase the Fighter's Guild passive by 100% or something. You could also increase the damage taken from Flame and Poison damage. I do think the stealth detection is way too strong. Perhaps you could make it an indicator that there is someone in stealth near you rather than just making them appear.
WW are currently too strong, but I don't think nerfing them is the answer. I mean, do we really trust Zos to do a careful, precision nerf?
Instead, imo, buff the counter play. Increase the Fighter's Guild passive by 100% or something. You could also increase the damage taken from Flame and Poison damage. I do think the stealth detection is way too strong. Perhaps you could make it an indicator that there is someone in stealth near you rather than just making them appear.
Agreed. Let them be strong, but buff the counter play.
Werewolf has passive healing from its Rip and Tear which many use as BOTH spammable and execute.
Bloodclaws applies a HoT based on DoT, that also applies status effects.
Insatiable hunger gives the WW a heal advantage in situations when other players are already dead, probably because WW as already overpowering them, making the gap even wider.
Hircine's Fortitude gives crazy heals, with other juicy effects.
All of these are based on Max health, so while a Magicka user has to invest in Spell Damage and sacrifice defensive capabilities, a WW can simply be Tanky AND increase their self heal power.
You are talking about counter play?
This is utter nonsense.
Werewolf is broken and whoever implemented it had the mindset of a five year old receiving their very first hammer in a porcelain shop.
dark_hunterxmg wrote: »Werewolf has passive healing from its Rip and Tear which many use as BOTH spammable and execute.
Bloodclaws applies a HoT based on DoT, that also applies status effects.
Insatiable hunger gives the WW a heal advantage in situations when other players are already dead, probably because WW as already overpowering them, making the gap even wider.
Hircine's Fortitude gives crazy heals, with other juicy effects.
All of these are based on Max health, so while a Magicka user has to invest in Spell Damage and sacrifice defensive capabilities, a WW can simply be Tanky AND increase their self heal power.
You are talking about counter play?
This is utter nonsense.
Werewolf is broken and whoever implemented it had the mindset of a five year old receiving their very first hammer in a porcelain shop.
This reads like it was written by someone who hasn't played Werewolf. Have you actually tried to hit a moving player with blood claws? It is supposed to be an aoe, but it doesn't connect to the target more than half the time, it only lasts 6 seconds, and heals based on damage done. Not exactly a Vigor or even close to it.
The burst heal is not some crazy heal. It is significantly worse than last patch and will not keep a werewolf alive on its own. My tool tip is 33% less than last patch. The cost is lower, but it has to be cast more often.
Rip and Tear is not the only skill in the game that has a heal return. Flame Lash is doing this too, but it hits harder and has Aoe damage. I do think some of that healing value should be moved over to the burst heal though. The execute scaling isn't all it's cracked up to be. Only the second half scales, but the skill doesn't hit hard to begin with. You'd be lucky to hit for 6k total with execute scaling against a good player.
Sorcerer and DK are the counter to Werewolf. Both have more utility, healing options, and actually have burst damage.
WW doesn't need a nerf... people just gotta learn how to counterattack them... for a prime examplehttps://www.youtube.com/watch?v=aqfBBX_ApgE
WW doesn't need a nerf... people just gotta learn how to counterattack them... for a prime examplehttps://www.youtube.com/watch?v=aqfBBX_ApgE
You must be trolling at this point. As JohnRingo already pointed out, guy in the video basically says that to "counter" werewolves, you have to run away from them.
Let me explain to you the powers that a Lore-biding werewolf has...
Physical Powers
Superhuman Strength – Much stronger than a normal human.
Enhanced Speed & Agility – Fast running, quick reflexes, and acrobatic movement.
Heightened Endurance – Can fight or run for long periods without tiring.
Sharp Claws and Fangs – Natural weapons for combat and hunting.
Have you played Skyrim before? Have you visited Falkreach and gone to the jail to visit Sinding?
Werewolves can climb walls... So that means that we should be able to climb up walls to get inside the keep without having to siege the door down. This seems common for the general werewolf since you also see it in the Underworld movie (The Rise of the Lycans).https://www.youtube.com/watch?v=w5VZGWAUV6g
https://www.youtube.com/shorts/H6-XV6Y9HEk
Werewolves can climb walls!!!!!
Senses
Enhanced Smell – Can track people or creatures over long distances.
Night Vision – Sees clearly in darkness.
Super Hearing – Detects distant sounds and heartbeats.
Healing & Durability
Rapid Regeneration – Heals wounds quickly.
Resistance to Disease – Often immune to most illnesses.
Tough Skin/Fur – Harder to injure than humans.
Supernatural Traits
Longevity or Immortality – Ages slowly or not at all.
Pack Bonding – Mental or emotional connection with other werewolves.
Alpha Influence – Dominant werewolves may control or command others.
Fear Aura – Intimidates humans or animals.
Werewolves are supposed to be powerful since they're considered supernatural creatures. Instead of coming to the forums and whining and demanding that werewolves be nerfed... why not ask the developers for better counters? Like, for example... Let's check out Werewolves weaknesses...
Silver (Buff up and change some of the fighters' guild abilities to counter Vampires/Werewolves like silver bolt). I would change the circle of protection skill to mitigate the damage of werewolves/vampires while inside the circle.
Wolfsbane & Toxic Plants (ZOS can create werewolf-specific poisons)
Fire (sent them warrior DK's out!)
IZZEFlameLash wrote: »Not to mention there had been a decrease in WW population lately lol.
The Uninvited wrote: »IZZEFlameLash wrote: »Not to mention there had been a decrease in WW population lately lol.
Since they removed the SPS mythic, werewolf population has dropped in 3 days.
The Uninvited wrote: »IZZEFlameLash wrote: »Not to mention there had been a decrease in WW population lately lol.
Since they removed the SPS mythic, werewolf population has dropped in 3 days.