dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
These are bug fixes really. Tho WW berserker morph should get a buff so its as easy to keep up as pack leader. Other than that the health scaling abilities need to be nuked to scale of offensive stats.
dark_hunterxmg wrote: »Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Is that why so many are on DK and Sorcerer now instead of werewolf? You're wrong, but you're allowed to be wrong.These are bug fixes really. Tho WW berserker morph should get a buff so its as easy to keep up as pack leader. Other than that the health scaling abilities need to be nuked to scale of offensive stats.
Why? So they can be softer targets than DK, Sorcerer, Templar, Necromancer, and Warden, but still do no damage?
I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
Urzigurumash wrote: »I don't know where good players exist, I only know about ballgroups and Battlegrounds, but in the latter WW Execute is stealing kills like it's 2018 Fury.
Nerf it into non-existence so my Executioner can reign supreme
dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Well sorc is as broken as dk since you are rewarded for playing like a tank with the best mobility and since sorcs have infinite sustain now, you can just go balls to the wall with dmg.
Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
dark_hunterxmg wrote: »dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Well sorc is as broken as dk since you are rewarded for playing like a tank with the best mobility and since sorcs have infinite sustain now, you can just go balls to the wall with dmg.
When a large number of meta DK players from last patch swap to Sorcerer, that's a pretty good tell as to what the meta actually is right now.Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
This has "AkTcHuAlLy" meme all over it. Schematics my dude. It doesn't matter.
dark_hunterxmg wrote: »Urzigurumash wrote: »I don't know where good players exist, I only know about ballgroups and Battlegrounds, but in the latter WW Execute is stealing kills like it's 2018 Fury.
Nerf it into non-existence so my Executioner can reign supreme
The execute scaling on Rip and Tear is terrible. 125% on half of the total damage is like 62.5% on the full value. On what other execute would we find 62.5% scaling acceptable? Your Executioner is better by a lot.
dark_hunterxmg wrote: »dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Well sorc is as broken as dk since you are rewarded for playing like a tank with the best mobility and since sorcs have infinite sustain now, you can just go balls to the wall with dmg.
When a large number of meta DK players from last patch swap to Sorcerer, that's a pretty good tell as to what the meta actually is right now.Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
This has "AkTcHuAlLy" meme all over it. Schematics my dude. It doesn't matter.
Sorc is FAR from meta, Sorc isn't even near the Meta. I don't know where people keep getting these assumptions from. I main Sorc and have for years, I also tested the Mastery passives on PTS, I'll tell you, Sorc isn't Meta. Sorc has no reliable class spammable, no class cleave, and no spammable burst. In a PvP environment that's dominated by Crit & Burst this sees Sorc trailing. Sorcs got a big bump in sustain but Sorc damage isn't coming from the class, it's coming from World & Weapon skills, namely Dual Wield & Two Hand Stam Sorcs. If anyone thinks Sorcs are meta they're complaint is really the over-tuned nature of World & Weapon skills.
Thanks to Subclassing everyone has access to mobility buffs, everyone has access to gap closers; and many of those have a greater range than Streak, and players all have access to un-blockable stuns ... None of those things are unique to Sorc and haven't been for some time. So can we stop pretending like a class that hasn't even had their refresh yet is somehow meta? If anyone thinks that it's not from a source of fact, it's from a lack of skill.
As for a number of players switching from a different base-class into Sorc as a base class, yes, I agree .. but the reason isn't because Sorc is meta or broken it's because Conservation of Energy & Static Reverb align well with Werewolf and those players want access to those two passives.
Guaranteed, if WW was updated to not have access to Class Mastery passives, like I suggested, watch how many players dump Sorc as their base class because the only reason they want it is to buff their WW play. That doesn't make Sorcs strong, it makes Sorc passives too well aligned with WW, which shouldn't be the case for any class.
IZZEFlameLash wrote: »dark_hunterxmg wrote: »dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Well sorc is as broken as dk since you are rewarded for playing like a tank with the best mobility and since sorcs have infinite sustain now, you can just go balls to the wall with dmg.
When a large number of meta DK players from last patch swap to Sorcerer, that's a pretty good tell as to what the meta actually is right now.Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
This has "AkTcHuAlLy" meme all over it. Schematics my dude. It doesn't matter.
Sorc is FAR from meta, Sorc isn't even near the Meta. I don't know where people keep getting these assumptions from. I main Sorc and have for years, I also tested the Mastery passives on PTS, I'll tell you, Sorc isn't Meta. Sorc has no reliable class spammable, no class cleave, and no spammable burst. In a PvP environment that's dominated by Crit & Burst this sees Sorc trailing. Sorcs got a big bump in sustain but Sorc damage isn't coming from the class, it's coming from World & Weapon skills, namely Dual Wield & Two Hand Stam Sorcs. If anyone thinks Sorcs are meta they're complaint is really the over-tuned nature of World & Weapon skills.
Thanks to Subclassing everyone has access to mobility buffs, everyone has access to gap closers; and many of those have a greater range than Streak, and players all have access to un-blockable stuns ... None of those things are unique to Sorc and haven't been for some time. So can we stop pretending like a class that hasn't even had their refresh yet is somehow meta? If anyone thinks that it's not from a source of fact, it's from a lack of skill.
As for a number of players switching from a different base-class into Sorc as a base class, yes, I agree .. but the reason isn't because Sorc is meta or broken it's because Conservation of Energy & Static Reverb align well with Werewolf and those players want access to those two passives.
Guaranteed, if WW was updated to not have access to Class Mastery passives, like I suggested, watch how many players dump Sorc as their base class because the only reason they want it is to buff their WW play. That doesn't make Sorcs strong, it makes Sorc passives too well aligned with WW, which shouldn't be the case for any class.
"Far from meta" yet nearly all the sweaty ones have moved on to Sorc unless they really like the class they were playing prior to this. You can really tell which class is meta just by seeing what meta hoppers are playing, running almost exactly the same setups, playing almost exactly the same as one another.
IZZEFlameLash wrote: »dark_hunterxmg wrote: »dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Well sorc is as broken as dk since you are rewarded for playing like a tank with the best mobility and since sorcs have infinite sustain now, you can just go balls to the wall with dmg.
When a large number of meta DK players from last patch swap to Sorcerer, that's a pretty good tell as to what the meta actually is right now.Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
This has "AkTcHuAlLy" meme all over it. Schematics my dude. It doesn't matter.
Sorc is FAR from meta, Sorc isn't even near the Meta. I don't know where people keep getting these assumptions from. I main Sorc and have for years, I also tested the Mastery passives on PTS, I'll tell you, Sorc isn't Meta. Sorc has no reliable class spammable, no class cleave, and no spammable burst. In a PvP environment that's dominated by Crit & Burst this sees Sorc trailing. Sorcs got a big bump in sustain but Sorc damage isn't coming from the class, it's coming from World & Weapon skills, namely Dual Wield & Two Hand Stam Sorcs. If anyone thinks Sorcs are meta they're complaint is really the over-tuned nature of World & Weapon skills.
Thanks to Subclassing everyone has access to mobility buffs, everyone has access to gap closers; and many of those have a greater range than Streak, and players all have access to un-blockable stuns ... None of those things are unique to Sorc and haven't been for some time. So can we stop pretending like a class that hasn't even had their refresh yet is somehow meta? If anyone thinks that it's not from a source of fact, it's from a lack of skill.
As for a number of players switching from a different base-class into Sorc as a base class, yes, I agree .. but the reason isn't because Sorc is meta or broken it's because Conservation of Energy & Static Reverb align well with Werewolf and those players want access to those two passives.
Guaranteed, if WW was updated to not have access to Class Mastery passives, like I suggested, watch how many players dump Sorc as their base class because the only reason they want it is to buff their WW play. That doesn't make Sorcs strong, it makes Sorc passives too well aligned with WW, which shouldn't be the case for any class.
"Far from meta" yet nearly all the sweaty ones have moved on to Sorc unless they really like the class they were playing prior to this. You can really tell which class is meta just by seeing what meta hoppers are playing, running almost exactly the same setups, playing almost exactly the same as one another.
What sweaty ones?
Sweaty players running the meta are running Subclassed builds, most often a combination of DK + Warden and then either Templar or NB Assassination. .. That's your sweaty meta and has been since subclassing. No single, pure, class can deliver all of the damage & utility that those subclassed builds can. A DK comes close, but they should as they just received their refresh.
Now if we're talking "sweaty WW", yeah, some of them may have switched to Sorc and I explained why above, because they want Conservation & Static passives. But that doesn't make Sorc meta that simply makes those two passives strong with WW.
Non-WW Sorcs are nowhere near the top of the power list. Sorcs got more durable but a more durable Sorc doesn't necessarily make a more powerful Sorc. Again, Sorcs have no class cleave, no class spammable burst, and no class direct burst (they're all delayed and/or cleansable).
Pure-Sorcs are, in a sense, what I like to call a strong "cheerleader" class. They can be effective when they have a strong team / squad covering them and enabling them to cast sub-par skills whilst receiving cover. But any Sorc that has to carry their own is more likely Subclassed rather than being a Pure-Sorc because PvP requires strong direct burst and/or cleave and/or Crit and the Sorc class has none.
I've watched the meta and am looking at the Meta ever day and your top leaderboard players in PvP are either Subclassed builds, Subclassed DKs, Pure DKs or WW, in that order.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »dark_hunterxmg wrote: »dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Well sorc is as broken as dk since you are rewarded for playing like a tank with the best mobility and since sorcs have infinite sustain now, you can just go balls to the wall with dmg.
When a large number of meta DK players from last patch swap to Sorcerer, that's a pretty good tell as to what the meta actually is right now.Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
This has "AkTcHuAlLy" meme all over it. Schematics my dude. It doesn't matter.
Sorc is FAR from meta, Sorc isn't even near the Meta. I don't know where people keep getting these assumptions from. I main Sorc and have for years, I also tested the Mastery passives on PTS, I'll tell you, Sorc isn't Meta. Sorc has no reliable class spammable, no class cleave, and no spammable burst. In a PvP environment that's dominated by Crit & Burst this sees Sorc trailing. Sorcs got a big bump in sustain but Sorc damage isn't coming from the class, it's coming from World & Weapon skills, namely Dual Wield & Two Hand Stam Sorcs. If anyone thinks Sorcs are meta they're complaint is really the over-tuned nature of World & Weapon skills.
Thanks to Subclassing everyone has access to mobility buffs, everyone has access to gap closers; and many of those have a greater range than Streak, and players all have access to un-blockable stuns ... None of those things are unique to Sorc and haven't been for some time. So can we stop pretending like a class that hasn't even had their refresh yet is somehow meta? If anyone thinks that it's not from a source of fact, it's from a lack of skill.
As for a number of players switching from a different base-class into Sorc as a base class, yes, I agree .. but the reason isn't because Sorc is meta or broken it's because Conservation of Energy & Static Reverb align well with Werewolf and those players want access to those two passives.
Guaranteed, if WW was updated to not have access to Class Mastery passives, like I suggested, watch how many players dump Sorc as their base class because the only reason they want it is to buff their WW play. That doesn't make Sorcs strong, it makes Sorc passives too well aligned with WW, which shouldn't be the case for any class.
"Far from meta" yet nearly all the sweaty ones have moved on to Sorc unless they really like the class they were playing prior to this. You can really tell which class is meta just by seeing what meta hoppers are playing, running almost exactly the same setups, playing almost exactly the same as one another.
What sweaty ones?
Sweaty players running the meta are running Subclassed builds, most often a combination of DK + Warden and then either Templar or NB Assassination. .. That's your sweaty meta and has been since subclassing. No single, pure, class can deliver all of the damage & utility that those subclassed builds can. A DK comes close, but they should as they just received their refresh.
Now if we're talking "sweaty WW", yeah, some of them may have switched to Sorc and I explained why above, because they want Conservation & Static passives. But that doesn't make Sorc meta that simply makes those two passives strong with WW.
Non-WW Sorcs are nowhere near the top of the power list. Sorcs got more durable but a more durable Sorc doesn't necessarily make a more powerful Sorc. Again, Sorcs have no class cleave, no class spammable burst, and no class direct burst (they're all delayed and/or cleansable).
Pure-Sorcs are, in a sense, what I like to call a strong "cheerleader" class. They can be effective when they have a strong team / squad covering them and enabling them to cast sub-par skills whilst receiving cover. But any Sorc that has to carry their own is more likely Subclassed rather than being a Pure-Sorc because PvP requires strong direct burst and/or cleave and/or Crit and the Sorc class has none.
I've watched the meta and am looking at the Meta ever day and your top leaderboard players in PvP are either Subclassed builds, Subclassed DKs, Pure DKs or WW, in that order.
This is not at all reflective of what is seen in the u50 in both the actual open world pvp and bg. You'd know that subclassing has gone out of favor because of the sheer number of class mastery related procs you encounter in those.
And no, pure Sorc is not at all 'cheerleader'. In fact, Sorc has absolutely 0 incentive to run subclassing builds at the moment. Why lose free shield from Calculated Defense, infinite sustain from Conservation of Energy, free damage boost from Font of Power and free damage proc from Static Reverberation? Unless you want a very specific gank setup with base Sorc, you just don't run subclass on Sorc.

Mattymoo92 wrote: »dark_hunterxmg wrote: »Werewolf was rolled out to the live server in an unfinished state. By unfinished, I mean packed with bugs that inhibit the use of abilities.
-Bood Claws doesn't hit moving targets. U49 Claws would never miss.
-Roar will fail to cast (cancel) due to the imposed cast time. This cast time is a huge disservice to Werewolf. The cast time means that you cannot stun a target that you are chasing unless they are less than ~3m away. It also means that when an opponent is low health, they will always be able to cast their life saving heal before they get stunned.
-Pounce/Carnage has a growing list of bugs that have been identified.
- Pounce casts within melee range when it should be Carnage.
-Pounce will cause you to just jump up in the air and land in the same place if your target is on another elevation.
-Pounce shows the damage tick at the start location and not the end location if it casts at all.
-Pounce is not instant cast as stated in the tool tip.
-Pounce has a dead zone where neither Pounce nor Carnage will cast when you are chasing an enemy. Additionally it will remove you from sprint even though it cannot cast, which causes the enemy to get further away.
-Pounce cannot find targets even with a group of enemies in front of you.
-Pounce will target enemies further away rather than casting Carnage the ones in front of you.
-Pounce will target enemies behind you.
-Rampage will not activate reliably and gets locked out. We are wasting GCDs to activate try to activate this.
-Human players are still faster than Werewolves.
These are just some of the problems. The list is continously growing.
Next are the nerfs that occurred due to overperforming item sets. Those sets are gone for pvp. The nerfs should be reverted. Werewolf damage is nowhere near where it should be for a melee brawler. Any decent player with heals/shields will not struggle against Werewolf damage. Werewolf damage is pressure only, no burst whatsoever. Werewolf damage relies heavily on proc sets. Stats sets do very little.
7k+ weapon damage and 20k+ armor penetration does nothing to a good player. Where is the damage?
Rip and Tear execute generally hits good players for 2k-4k is that what we're calling execute scaling? Make Rip and Tear a single hit and scale on the full value so that it actually might make a difference.
Feral Cruelty should be a 33% damage buff as originally intended. Even with that change, we won't see numbers that human players can produce in a single hit. 10k, 12k, 15k, 19k are numbers that I see from single hits from human skills with no execute scaling. You will never see that from a Rip and Tear against a good player.
We're already back to meme status again. Tanky no damage or Squishy mid damage.
This take is just not it. Werewolf is THE best class alongside DK in PvP
Hate to break it to you but this is one of the times where the issue is skill
Werewolf isnt a class, is vampire a class? Fighter guilds? Undaunted? Mages guild?
dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Umm.. so do I get it right that the problem you perceive is that your WW is not 100% meta against the other two OP meta monsters we have atm. Dude...
Have you ever considered that there are other players playing this game too? While you are complaining from the podium, how the remaining 5 of the 7 classes still left in the dirt, especially necro and arca? Do you really think that the top prio of the remaining ZOS team should be getting your already OP setup and fine-tune it, instead of working on the idk.. 75% other part of the game? Don't get me wrong, I'm happy that WW received some love and the update it got is cool and all, but seeing the same gameplay that deletes my character over and over again is just stale and miserable - I welcome the diversity the powerful Sorcerer brings to the table an I wish there were even more viable options to build with for PvP.
Please take a minute to look around in the many complaints and threads on these forums or type in 'meta eso build' in youtube and check the top pvp creators. Then you will realize that not the burst damage it is what people are complaining about, but how an adequate damage output is paired with endless health, sustain and great mobility.
dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Umm.. so do I get it right that the problem you perceive is that your WW is not 100% meta against the other two OP meta monsters we have atm. Dude...
Have you ever considered that there are other players playing this game too? While you are complaining from the podium, how the remaining 5 of the 7 classes still left in the dirt, especially necro and arca? Do you really think that the top prio of the remaining ZOS team should be getting your already OP setup and fine-tune it, instead of working on the idk.. 75% other part of the game? Don't get me wrong, I'm happy that WW received some love and the update it got is cool and all, but seeing the same gameplay that deletes my character over and over again is just stale and miserable - I welcome the diversity the powerful Sorcerer brings to the table an I wish there were even more viable options to build with for PvP.
Please take a minute to look around in the many complaints and threads on these forums or type in 'meta eso build' in youtube and check the top pvp creators. Then you will realize that not the burst damage it is what people are complaining about, but how an adequate damage output is paired with endless health, sustain and great mobility.
I have countless clips and screenshots of various 20k whips, DKs that don’t die and can half or empty your health bar in a second regardless of health while also being able to hold block in the middle of an open field in Cyro and not die… for eternity (and NO, I am not referring to strictly ‘good’ players)
DK has the same or a similar capacity for pressure while being organically tankier and also having a snare removal+ major expo (with that burst too).
“People” complain about the fact that werewolf, which has not been relevant for years and ergo not ‘in their face’, is now able to actually exist, hang, and potentially execute functions without feeding the ego of the average meta build user for free (and even then, I have SO many clips of werewolves just falling over while being in the 25-50k health range… so even that isn’t as ‘free’ or insulating as ‘anti-one-bar’ players cite it to be). “People” don’t like change and the “people” that complain cite the silliest reasons like “not a class”, “one bar”, and “should be meme spec” as their ‘valid’ reasons why werewolf performance should be abysmal.
///
Regardless of the incessant complaining to try and place werewolf back into non-existence, this should not limit them from fixing bugs, desync issues, and animation issues (when they can of course); same as DK.
dark_hunterxmg wrote: »I was sceptical about some others pointing out earlier in the forums, that whatever opinion can exist, it will exist on this forum. Seeing how somebody actually managed to create a post, asking to buff werewolves in the current meta absolutely proved this point. Some points seem to be bug fixing requests, but others are asking to make a killing machine that is more powerful right out of the box than 95% of any build regardless of its one bar setup.
Bro, are we playing the same game? I think you are in a dire need of a reality check.
Have you ever experienced the 'joy' of trying to face a WW that knows what they doing w/ any class other than DK or Sorc?
I'm glad someone said it. Sorcerer. The elephant in the room. The class that hasn't been reworked yet and is S-tier. More damage, mobility, utility, survivability than a Werewolf, yet isn't being talked about.
Sounds like we aren't playing the same game. I was told by these forums that Werewolf is some super crazy high damage powerhouse, but I have yet to see it. According to these forums werewolf is killing everything in sight and there is nothing to be done. Have you actually played it against good players? Because I have and it isn't that. I output more dps than 100% of the Werewolves that I encounter and I am not seeing the high damage that most of these forum threads claim.
Go play the thing. Fight good players. You will see exactly what I am talking about.
Umm.. so do I get it right that the problem you perceive is that your WW is not 100% meta against the other two OP meta monsters we have atm. Dude...
Have you ever considered that there are other players playing this game too? While you are complaining from the podium, how the remaining 5 of the 7 classes still left in the dirt, especially necro and arca? Do you really think that the top prio of the remaining ZOS team should be getting your already OP setup and fine-tune it, instead of working on the idk.. 75% other part of the game? Don't get me wrong, I'm happy that WW received some love and the update it got is cool and all, but seeing the same gameplay that deletes my character over and over again is just stale and miserable - I welcome the diversity the powerful Sorcerer brings to the table an I wish there were even more viable options to build with for PvP.
Please take a minute to look around in the many complaints and threads on these forums or type in 'meta eso build' in youtube and check the top pvp creators. Then you will realize that not the burst damage it is what people are complaining about, but how an adequate damage output is paired with endless health, sustain and great mobility.
I have countless clips and screenshots of various 20k whips, DKs that don’t die and can half or empty your health bar in a second regardless of health while also being able to hold block in the middle of an open field in Cyro and not die… for eternity (and NO, I am not referring to strictly ‘good’ players)
DK has the same or a similar capacity for pressure while being organically tankier and also having a snare removal+ major expo (with that burst too).
“People” complain about the fact that werewolf, which has not been relevant for years and ergo not ‘in their face’, is now able to actually exist, hang, and potentially execute functions without feeding the ego of the average meta build user for free (and even then, I have SO many clips of werewolves just falling over while being in the 25-50k health range… so even that isn’t as ‘free’ or insulating as ‘anti-one-bar’ players cite it to be). “People” don’t like change and the “people” that complain cite the silliest reasons like “not a class”, “one bar”, and “should be meme spec” as their ‘valid’ reasons why werewolf performance should be abysmal.
///
Regardless of the incessant complaining to try and place werewolf back into non-existence, this should not limit them from fixing bugs, desync issues, and animation issues (when they can of course); same as DK.
Is that it? Is your big reason against bringing other classes to the WW level or bringing WW to other classes level (called balance) is simply that DKs are OP too?
We’re seeing a lot, and I do mean a lot, of content demonstrating WW absolutely excelling in PvP post-rework. YT and Reddit are both flooded with examples of WW builds and gameplay that prove WW strength.
Further, if we look through the forums we don’t see really any threads of players asking for a buff or otherwise increase in capability for WW.
It seems that there’s maybe 2 or 3 people in this thread that think WW is somehow under-performing? And the only evidence what so ever that’s been cited is comparing to DK, despite both of those characters / classes working fundamentally differently?
Why are we seeing so much WW elevated results if the rework is so flawed or underperforming? Why aren’t there more players positing issues about WW performance?
We’re seeing a lot, and I do mean a lot, of content demonstrating WW absolutely excelling in PvP post-rework. YT and Reddit are both flooded with examples of WW builds and gameplay that prove WW strength.
Further, if we look through the forums we don’t see really any threads of players asking for a buff or otherwise increase in capability for WW.
It seems that there’s maybe 2 or 3 people in this thread that think WW is somehow under-performing? And the only evidence what so ever that’s been cited is comparing to DK, despite both of those characters / classes working fundamentally differently?
Why are we seeing so much WW elevated results if the rework is so flawed or underperforming? Why aren’t there more players positing issues about WW performance?
You see PLENTY of examples of GOOD/dedicated players using anywhere from abysmal specs (mag blade, etc.) to DK to overcome, outplay, and push the mark significantly over their peers.
I, was provably (meaning I kept screenshots, clips, have testimony from others) doing this with werewolf even directly PRIOR to this rework patch despite it having been in a known, abysmal state while DK was running rampant (in this context, uncontested last patch)- same as any version of meta subclassing.
Good players can overcome. Your average player isn’t making ‘x’ clips or consistently topping leaderboards regardless. With that being said, this does NOT mean that something ‘ISN’T underperforming’ or ‘DOESN’T have issues’ (in this case, current werewolf has legitimate, gameplay-impacting bugs as OP mentioned, info cited further below by the *)
~~~
Moving on, you mentioned DK working fundamentally different from werewolf- I agree.
DK has a metric ton of burst and werewolf has none. Werewolf has a ‘skill ceiling’ (outside of keeping roto up, bash weaving, using rampage at the ‘right’ times) where if a player is overtly survivable, for whatever reason that may be, you literally cannot kill them as you lack the DPS in a ‘burst’ to do so)
As always, you do still trade-off damage for tankiness (contrary to any notion that this isn’t the case for werewolf) and while the consistent pressure from werewolf is nice, adjusting these values ~of course~ still decreases damage relatively proportionally (and ergo a player with less survivability will more consistently survive your ‘pressure’)…
…meanwhile, a DK can build relatively tanky and at minimum ‘crutch’ on onslaught/corro to hit burst numbers ease amounting to 20-40k in 1 to 2 GCDs with little effort while also having less but still great sustain (meaning that they, for example, have the capability to kill most players whereas a werewolf can ‘lack the damage necessary to kill’ even with that aforementioned ‘pressure’)
(fyi, this can kill high health, ‘damage-oriented’ werewolves as well; especially comboed with reworked, delayed fossilize)
~~~
*quick note: If you read OP (clickbait title, I know) you’ll actually see that the vast majority of what they’re referencing are legitimate functionality bugs versus ‘give werewolf a buff’. These are mostly valid, objective feedback points (bugs and non-working functionality are bad and feel bad, mkay).
We’re seeing a lot, and I do mean a lot, of content demonstrating WW absolutely excelling in PvP post-rework. YT and Reddit are both flooded with examples of WW builds and gameplay that prove WW strength.
Further, if we look through the forums we don’t see really any threads of players asking for a buff or otherwise increase in capability for WW.
It seems that there’s maybe 2 or 3 people in this thread that think WW is somehow under-performing? And the only evidence what so ever that’s been cited is comparing to DK, despite both of those characters / classes working fundamentally differently?
Why are we seeing so much WW elevated results if the rework is so flawed or underperforming? Why aren’t there more players positing issues about WW performance?
You see PLENTY of examples of GOOD/dedicated players using anywhere from abysmal specs (mag blade, etc.) to DK to overcome, outplay, and push the mark significantly over their peers.
I, was provably (meaning I kept screenshots, clips, have testimony from others) doing this with werewolf even directly PRIOR to this rework patch despite it having been in a known, abysmal state while DK was running rampant (in this context, uncontested last patch)- same as any version of meta subclassing.
Good players can overcome. Your average player isn’t making ‘x’ clips or consistently topping leaderboards regardless. With that being said, this does NOT mean that something ‘ISN’T underperforming’ or ‘DOESN’T have issues’ (in this case, current werewolf has legitimate, gameplay-impacting bugs as OP mentioned, info cited further below by the *)
~~~
Moving on, you mentioned DK working fundamentally different from werewolf- I agree.
DK has a metric ton of burst and werewolf has none. Werewolf has a ‘skill ceiling’ (outside of keeping roto up, bash weaving, using rampage at the ‘right’ times) where if a player is overtly survivable, for whatever reason that may be, you literally cannot kill them as you lack the DPS in a ‘burst’ to do so)
As always, you do still trade-off damage for tankiness (contrary to any notion that this isn’t the case for werewolf) and while the consistent pressure from werewolf is nice, adjusting these values ~of course~ still decreases damage relatively proportionally (and ergo a player with less survivability will more consistently survive your ‘pressure’)…
…meanwhile, a DK can build relatively tanky and at minimum ‘crutch’ on onslaught/corro to hit burst numbers ease amounting to 20-40k in 1 to 2 GCDs with little effort while also having less but still great sustain (meaning that they, for example, have the capability to kill most players whereas a werewolf can ‘lack the damage necessary to kill’ even with that aforementioned ‘pressure’)
(fyi, this can kill high health, ‘damage-oriented’ werewolves as well; especially comboed with reworked, delayed fossilize)
~~~
*quick note: If you read OP (clickbait title, I know) you’ll actually see that the vast majority of what they’re referencing are legitimate functionality bugs versus ‘give werewolf a buff’. These are mostly valid, objective feedback points (bugs and non-working functionality are bad and feel bad, mkay).
Most of what the OP is citing as “bugs”, are issues with gameplay but those issues aren’t specific to WW; they’re affecting everyone.
Skills failing to cast
Skills casting on a delay
Inputs failing to properly register a target or correct target location / range
A different action executed than what was triggered.
The OP cites specific skills but those exact same things are happening to players in every class and all skills; especially in PvP. These aren’t WW specific bugs as much as they’re just an abysmally bad current gameplay state.
As for DK vs WW, I do agree; DK can drop massive burst and that’s by design. This is because the meta level crit Subclassed builds can also scale damage that high .. one hit 30K Merciless became commonplace after Subclassing, so DK was refreshed to not only meet that level of power creep but have the associated mechanics / methods to compete.
As for WW, they do have a higher skill floor IMO and they might not have the raw burst that DK has but that doesn’t mean they don’t have any kind of burst. Like I mentioned earlier, even one tick from a non Blood Hunger buffed Claw Fury will deal 21.5k damage; that’s on par with DK bursts. A one stack Blood Hunger buffed Claw Fury will see a per tick damage output of 27k .. 2 stacks scales to 32.3k .. so even if the full 4.6 second duration isn’t applied, even that one tick is equitable to some of the heavier bursts in the game.
That’s more than just pressure. Pair that with the insanely powerful AoE Fear as one of the best CC skills in the game and a properly played WW has the potential to chunk even a DK.
In reality an experienced DK vs an experienced WW will likely trade off back & forth quite a bit and that makes sense at the levels of power in PvP. Both can be tanky, WW typically having a higher health pool; both can strong self heal, and both have strong damage potential .. DK is just easier to play and more flexible with their skill sets.
We’re seeing a lot, and I do mean a lot, of content demonstrating WW absolutely excelling in PvP post-rework. YT and Reddit are both flooded with examples of WW builds and gameplay that prove WW strength.
Further, if we look through the forums we don’t see really any threads of players asking for a buff or otherwise increase in capability for WW.
It seems that there’s maybe 2 or 3 people in this thread that think WW is somehow under-performing? And the only evidence what so ever that’s been cited is comparing to DK, despite both of those characters / classes working fundamentally differently?
Why are we seeing so much WW elevated results if the rework is so flawed or underperforming? Why aren’t there more players positing issues about WW performance?
You see PLENTY of examples of GOOD/dedicated players using anywhere from abysmal specs (mag blade, etc.) to DK to overcome, outplay, and push the mark significantly over their peers.
I, was provably (meaning I kept screenshots, clips, have testimony from others) doing this with werewolf even directly PRIOR to this rework patch despite it having been in a known, abysmal state while DK was running rampant (in this context, uncontested last patch)- same as any version of meta subclassing.
Good players can overcome. Your average player isn’t making ‘x’ clips or consistently topping leaderboards regardless. With that being said, this does NOT mean that something ‘ISN’T underperforming’ or ‘DOESN’T have issues’ (in this case, current werewolf has legitimate, gameplay-impacting bugs as OP mentioned, info cited further below by the *)
~~~
Moving on, you mentioned DK working fundamentally different from werewolf- I agree.
DK has a metric ton of burst and werewolf has none. Werewolf has a ‘skill ceiling’ (outside of keeping roto up, bash weaving, using rampage at the ‘right’ times) where if a player is overtly survivable, for whatever reason that may be, you literally cannot kill them as you lack the DPS in a ‘burst’ to do so)
As always, you do still trade-off damage for tankiness (contrary to any notion that this isn’t the case for werewolf) and while the consistent pressure from werewolf is nice, adjusting these values ~of course~ still decreases damage relatively proportionally (and ergo a player with less survivability will more consistently survive your ‘pressure’)…
…meanwhile, a DK can build relatively tanky and at minimum ‘crutch’ on onslaught/corro to hit burst numbers ease amounting to 20-40k in 1 to 2 GCDs with little effort while also having less but still great sustain (meaning that they, for example, have the capability to kill most players whereas a werewolf can ‘lack the damage necessary to kill’ even with that aforementioned ‘pressure’)
(fyi, this can kill high health, ‘damage-oriented’ werewolves as well; especially comboed with reworked, delayed fossilize)
~~~
*quick note: If you read OP (clickbait title, I know) you’ll actually see that the vast majority of what they’re referencing are legitimate functionality bugs versus ‘give werewolf a buff’. These are mostly valid, objective feedback points (bugs and non-working functionality are bad and feel bad, mkay).
Most of what the OP is citing as “bugs”, are issues with gameplay but those issues aren’t specific to WW; they’re affecting everyone.
Skills failing to cast
Skills casting on a delay
Inputs failing to properly register a target or correct target location / range
A different action executed than what was triggered.
The OP cites specific skills but those exact same things are happening to players in every class and all skills; especially in PvP. These aren’t WW specific bugs as much as they’re just an abysmally bad current gameplay state.
As for DK vs WW, I do agree; DK can drop massive burst and that’s by design. This is because the meta level crit Subclassed builds can also scale damage that high .. one hit 30K Merciless became commonplace after Subclassing, so DK was refreshed to not only meet that level of power creep but have the associated mechanics / methods to compete.
As for WW, they do have a higher skill floor IMO and they might not have the raw burst that DK has but that doesn’t mean they don’t have any kind of burst. Like I mentioned earlier, even one tick from a non Blood Hunger buffed Claw Fury will deal 21.5k damage; that’s on par with DK bursts. A one stack Blood Hunger buffed Claw Fury will see a per tick damage output of 27k .. 2 stacks scales to 32.3k .. so even if the full 4.6 second duration isn’t applied, even that one tick is equitable to some of the heavier bursts in the game.
That’s more than just pressure. Pair that with the insanely powerful AoE Fear as one of the best CC skills in the game and a properly played WW has the potential to chunk even a DK.
In reality an experienced DK vs an experienced WW will likely trade off back & forth quite a bit and that makes sense at the levels of power in PvP. Both can be tanky, WW typically having a higher health pool; both can strong self heal, and both have strong damage potential .. DK is just easier to play and more flexible with their skill sets.
Thank you for the thought-out response.
I personally don’t really see a lot of value in claw fury for the average player (which remains important as a reflective baseline for werewolf to evaluate intrinsic power) in PvP. It leaves you incredibly vulnerable and becomes significantly less intuitive with bite no longer being the main damage spammable (yet draining blood hunger) and ‘blood claws’ no longer generating a stack per person of ‘blood hunger’ (where-as you’d otherwise have to spam/continuously channel claws with far less damage front loaded)
It is very similar to beam and while it outshines bite in coordinated gameplay (such as ‘bombing’/ group ‘turn-and-burn’ strats) it is generally even more horribly utilized by your average player in PvP than using bite as the main spammable.
*also, the counter is usually as simple as walking in/ through the player or moving away with your opponent’s position in mind or rather CC to end and zero their hunger stacks (I.E. their pressure in that case)…
…of course positional dsync is also bound to be very strong with this one
(again, yes I do understand certain components of issues are related to environments like Cyro/areas with many, many calculations due to player skill spam/effects/etc. and ergo not just the skills themselves. Some, like many of werewolf’s skills are very prone to these issues through their design; thought I’d address that in the parenthesis here as acknowledgment).