ElderSmitter wrote: »Did the person in charge of the Templar get fired? No mention no updates no buffs. Nada zippo... Not even a Sorry Templar you are in a good spot until the re work.... We got Zippo!!!


You guys gutted Magicka Werewolf, please please please reconsider.
When the werewolf rework first came out, we were told that the skills were made stupidly cheap so that Magicka characters can comfortably play werewolf. This was largely a flawed approach, I said it was, and now we're seeing the repercussions of why that was a flawed approach.
it would be very easy to fix this without harming the actual balance of the game. Give werewolf the Arcanist treatment.
Make the skills that currently cost stamina have the 'uses the resource that has the highest maximum'. So if you have more magicka than stamina, bam now the skills cost magicka.
For Hircine's Bounty/Fortitude, give it the reverse treatment. If your magicka is higher than your stamina, now it costs Stamina.
This won't hurt balance, this will just make Magicka Werewolves viable again, AS WE WERE PROMISED with the rework!
Yes hybridization exists, but this is an RPG. My main werewolf character is a frost mage breton. I can't have a stamina based frost mage. I can't have a stamina based staff user either, because all those skills COST MAGICKA.
And please for the love of everything, STOP NERFING STUFF IN PVE FOR THE SAKE OF PVP
You said that you were happy with where werewolf was at in PvE? This is going to hurt them, full stop. For a problem that did not exist in PvE.
And worse still, these changes don't actually fix the major issue in PvP either. All this change does is now force all werewolves to run the toxic setups of 40K HP and abusing that Sorcerer Mastery for infinite sustain.
These changes just hurt the little guys, the casual players, the people not abusing the meta to the max degree.
ssewallb14_ESO wrote: »Just why with Strife? The skill has been dead for like 8 years.
ArctosCethlenn wrote: »ssewallb14_ESO wrote: »Just why with Strife? The skill has been dead for like 8 years.
to help make it less dead? its damage is the same as swallow soul now, healing ratio is the same so its just a choice between group healing or selfish with massive cost reduction, which feels like a more meaningful choice.
madmufffin wrote: »You guys gutted Magicka Werewolf, please please please reconsider.
When the werewolf rework first came out, we were told that the skills were made stupidly cheap so that Magicka characters can comfortably play werewolf. This was largely a flawed approach, I said it was, and now we're seeing the repercussions of why that was a flawed approach.
it would be very easy to fix this without harming the actual balance of the game. Give werewolf the Arcanist treatment.
Make the skills that currently cost stamina have the 'uses the resource that has the highest maximum'. So if you have more magicka than stamina, bam now the skills cost magicka.
For Hircine's Bounty/Fortitude, give it the reverse treatment. If your magicka is higher than your stamina, now it costs Stamina.
This won't hurt balance, this will just make Magicka Werewolves viable again, AS WE WERE PROMISED with the rework!
Yes hybridization exists, but this is an RPG. My main werewolf character is a frost mage breton. I can't have a stamina based frost mage. I can't have a stamina based staff user either, because all those skills COST MAGICKA.
And please for the love of everything, STOP NERFING STUFF IN PVE FOR THE SAKE OF PVP
You said that you were happy with where werewolf was at in PvE? This is going to hurt them, full stop. For a problem that did not exist in PvE.
And worse still, these changes don't actually fix the major issue in PvP either. All this change does is now force all werewolves to run the toxic setups of 40K HP and abusing that Sorcerer Mastery for infinite sustain.
These changes just hurt the little guys, the casual players, the people not abusing the meta to the max degree.
Werewolf skills being stam thematically makes more sense much like vampire skills being mag. Arcanist just should've never opened the can or worms for resource based costs.
Been running a soulcleaver/swallow soul setup in pvp since the set came out, patch note is a decent buff to SS healing (14.28% to the base), but with funnel now at the same damage+healing ratio and multitarget for the healing there's definitely room to swap to that when playing with others, even at the higher cost. It doesn't really do anything for the traditional stabby nightblade which zos seems to have forgotten about, but siphoner magblade its definitely a nice improvement.ssewallb14_ESO wrote: »ArctosCethlenn wrote: »ssewallb14_ESO wrote: »Just why with Strife? The skill has been dead for like 8 years.
to help make it less dead? its damage is the same as swallow soul now, healing ratio is the same so its just a choice between group healing or selfish with massive cost reduction, which feels like a more meaningful choice.
I misread the patch note, Swallow Soul actually might be decent now. 4k for Funnel Health is absolutely not worth it though.
madmufffin wrote: »You guys gutted Magicka Werewolf, please please please reconsider.
When the werewolf rework first came out, we were told that the skills were made stupidly cheap so that Magicka characters can comfortably play werewolf. This was largely a flawed approach, I said it was, and now we're seeing the repercussions of why that was a flawed approach.
it would be very easy to fix this without harming the actual balance of the game. Give werewolf the Arcanist treatment.
Make the skills that currently cost stamina have the 'uses the resource that has the highest maximum'. So if you have more magicka than stamina, bam now the skills cost magicka.
For Hircine's Bounty/Fortitude, give it the reverse treatment. If your magicka is higher than your stamina, now it costs Stamina.
This won't hurt balance, this will just make Magicka Werewolves viable again, AS WE WERE PROMISED with the rework!
Yes hybridization exists, but this is an RPG. My main werewolf character is a frost mage breton. I can't have a stamina based frost mage. I can't have a stamina based staff user either, because all those skills COST MAGICKA.
And please for the love of everything, STOP NERFING STUFF IN PVE FOR THE SAKE OF PVP
You said that you were happy with where werewolf was at in PvE? This is going to hurt them, full stop. For a problem that did not exist in PvE.
And worse still, these changes don't actually fix the major issue in PvP either. All this change does is now force all werewolves to run the toxic setups of 40K HP and abusing that Sorcerer Mastery for infinite sustain.
These changes just hurt the little guys, the casual players, the people not abusing the meta to the max degree.
Werewolf skills being stam thematically makes more sense much like vampire skills being mag. Arcanist just should've never opened the can or worms for resource based costs.
But why? If Arcanist can cast a magic book beam with stamina, why can't I have fun with a viable frost mage werewolf? It hurts nobody, you're not forced to run it, but it means I can actually have fun in the game instead of wasting material resources being forced to go back to stamina (a build I enjoy less) when the devs PROMISED US that they wanted to make werewolf viable for magicka builds. And doing it in the Arcanist way is the most fair and balanced way to do it, rather than making the skills cost almost nothing and then tripling the cost and hoping nobody cares.
The werewolf sustain changes feel like they miss the mark entirely.
Most werewolf builds (in PvP) are already performing pretty well and are in balance. That being said, there are a few vastly over-performing werewolf builds that are being abused right now. These problematic, overperforming builds all have one thing in common: they take advantage of the way class passive and mastery skills synergize with werewolf form.
Sorcerer werewolves are by far the largest offender with their access to the Sorcerer mastery skills "Conservation of Energy" and "Static Reverberation", that work with werewolf form to give the player unlimited health, stamina, and magicka sustain and also a free source of damage.
I am outlining the synergies between Sorcerer passive and mastery skills with werewolf form because they are perhaps the largest offender, but other class passives and masteries are problematic in werewolf form as well, like DK's Landslide/Inexorable Descent, NB's Eye for Exploitation, and Warden's minor toughness on healing, just to name a few.
The increase to werewolf skill stamina cost does nothing to address these overperforming interactions, and instead hurts the least problematic werewolf builds the most. Sorcerer werewolves still have infinite sustain due to conservation of energy and free damage due to static reverberation.
The proper adjustment to werewolves would be to completely disable class passive and mastery skills while in werewolf form, as this adjustment is targeted at only the highest performing werewolf builds and will leave the power floor of the werewolf playstyle untouched.
The increase to werewolf skill stamina costs should be reverted in favor of disabling all class passive and mastery skills while in werewolf form.

The proper adjustment to werewolves would be to completely disable class passive and mastery skills while in werewolf form, as this adjustment is targeted at only the highest performing werewolf builds and will leave the power floor of the werewolf playstyle untouched.
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