LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.



ESO_Nightingale wrote: »Am i the only one who thinks that elemental susceptibility deserved a rework instead of a nerf? Would've been way cooler if it was a skill that increases the dmg done of the damage type of your staff alongside applying its native status effect once every 4 seconds. Since it would live up to the weakness to elements name.
DK Wings can't give 50% projectile mitigation flat for 6 seconds.
- Make it like ball of lightning to mitigate 100% on 1 projectile, or just keep it 6 seconds and change it to 10-15% mitigation. DK's are unkillable for any ranged build.
Also regarding PvP balance, diversity is broken, anything melee is overshadowed by DK, it makes the game so boring because any theorycrafting for other classes is just 'meh'.
- Keep DK class masteries to 2/5 and change any other class to allow for 3 or 4 class masteries
- Disable class masteries in ww form
Easy and simple
EnochianWing wrote: »DK Wings can't give 50% projectile mitigation flat for 6 seconds.
- Make it like ball of lightning to mitigate 100% on 1 projectile, or just keep it 6 seconds and change it to 10-15% mitigation. DK's are unkillable for any ranged build.
Also regarding PvP balance, diversity is broken, anything melee is overshadowed by DK, it makes the game so boring because any theorycrafting for other classes is just 'meh'.
- Keep DK class masteries to 2/5 and change any other class to allow for 3 or 4 class masteries
- Disable class masteries in ww form
Easy and simple
This could actually be helpful until other classes are brought up. Or just turn off the class masteries for DK and only give it to the classes that have not had their refresh yet.
Also , who the *** was in charge of the Templars. Who thought nerfing them more was a good Idea?
EnochianWing wrote: »EnochianWing wrote: »DK Wings can't give 50% projectile mitigation flat for 6 seconds.
- Make it like ball of lightning to mitigate 100% on 1 projectile, or just keep it 6 seconds and change it to 10-15% mitigation. DK's are unkillable for any ranged build.
Also regarding PvP balance, diversity is broken, anything melee is overshadowed by DK, it makes the game so boring because any theorycrafting for other classes is just 'meh'.
- Keep DK class masteries to 2/5 and change any other class to allow for 3 or 4 class masteries
- Disable class masteries in ww form
Easy and simple
This could actually be helpful until other classes are brought up. Or just turn off the class masteries for DK and only give it to the classes that have not had their refresh yet.
Also , who the *** was in charge of the Templars. Who thought nerfing them more was a good Idea?
and i mean turn the passives off in PVP areas for DK and the same for all classes that get the refresh UNTIL they are all refreshed.
ItsNotLiving wrote: »Warden needs a double barred 5 piece set, 5 different damage types (one of the has to be bleed), and charged enchantments on both bars to get 1665 weapon damage and 15% mitigation.
Dragonknight needs to be in combat for a while to get 20% damage done and mitigation.
Balance.
Tommy_The_Gun wrote: »Regarding Werewolf changes:
I am not an expert.... but I just keep thinking.... Why you decided to go though all that hassle with calculating how much to reduce each value, cost, dmg healing etc instead of doing something much simpler. I mean, wouldn’t it be wiser to just target-nerf the 2 specific Werewolf PvP builds instead of panic-nerfing every single value slider WW has ? Cuz this is how it feel like. Like a blind panic, lets reduce the values way, way down, cuz the speakers are shorting out and the audio is way too loud and we don't know where it is shorting, so for the good measure, just in case, lets set the volume on every channel at 2%.. I mean I am sorry to sound like this, but this is how it feels like.
The 2 specific Werewolf PvP builds that are the source of all of those feedback to nerf WW till it transforms back, are Sorcerer & Warden Class mastery passives - Mainly Conservation of Energy, Wild Adaptation and Green-Keeper's Hide.
Now, look, you have already added a lot of "save guards" to for example NB's class mastery passives. A lot of the have "Effect is halved while battle spirit is on" type of thing.
So why not add something similar to Sorc & Warden class mastery passives so they would basically do not stack with WW ? Something simple like "this effect is halved while under the effect of transformations", or "this effect does not work under the effect of transformations" etc. So that it would still work in PvE & PvP on almost all of the builds but it would not make WW super strong.
See ? Less work, less calculations, less collateral damage, minimal nerf, but only where it matters and most other things remain playable.
With just 20.9k stam and 18.6k magicka, CoE is granting me 418 stamina and 372 magicka per skill cast which is the maximum equivalent of (418x2) 836 stamina recovery and (372x2) 744 magicka recovery in PvP off of a single passive.
Greasytengu wrote: »oh wow they made werewolf even worse than it was pre rework




You should swap the DK and NB class passives.
The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.
IZZEFlameLash wrote: »You should swap the DK and NB class passives.
The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.
The whole original concept is NB to be crit based burst damager and DK a DoT based one. Those should not swap, this goes against the themes of both classes.
