In order to properly fix a problem, we first need to understand it. Complex systems cannot be improved by addressing only their most visible symptoms; we need to understand what is actually causing the problem, why it exists, how different parts interact, and what consequences potential solutions may have. This post is my attempt to explain these issues as comprehensively as possible, simply because I want to open a patch notes post one day, read through it, and think “Gods, finally, for once it makes sense.”, maybe actually look forward to playing rather than getting annoyed.
In U50 PvP, the common denominator among all the top-tier classes - and the factor that separated them by a huge margin from everything else - was sustain. Unfortunately, U51 PTS fails to address this issue at its root. In some cases, such as DK and Sorc, the issue is effectively ignored altogether. In the case of Werewolf, the change simply slaps a large, dirty bandage over the problem without addressing the underlying cause.
Why is having near-infinite sustain such a big issue? Let's do a little exercise. Rather than looking at the current wording of Conservation of Energy sorc mastery, imagine for a moment that it said:
You gain 7500 Armor, 5000 Magicka, 5000 Stamina, 1200 Heal per Second, 800 Stamina Recovery, 800 Magicka Recovery, and another 10% buff that you can distribute wherever you want - 10% damage, 10% healing, or split between the two however you see fit.
It's rather obvious that, if this was the actual wording, the community would lose its mind. (Well, technically, they already are.) But here's the problem: this is effectively happens in-game. Sustain isn't simply a resource-management convenience. When a build can maintain its resources indefinitely, it is effectively receiving a massive collection of defensive, offensive, and healing advantages simultaneously. It can continuously block, dodge, heal, cast defensive abilities, maintain buffs, and use expensive offensive skills without having to make the resource-management decisions that other builds are forced to make. At that point, sustain stops being a supporting stat and becomes a massive source of power in its own right.
Now, let's understand where exactly these numbers mentioned above come from.
- 7500 armor - Since I don't need sustain, running tripots is rather pointless, so I'd rather go for armor pots for +6000 armor. The last 1500 armor comes from fortified CP, which I added just for simplicity, but in truth it's 6000 armor + a "free" orange CP of choice.
- 5000 magicka & stamina - Since I don't need sustain, I'm not stuck with orzorga's for food, so I can simply go bewitched for 4250 *1.16 ( 10% max stats from dark magic and 6% from undaunted CPs ). For comparison - Crafty Alfiq - a set which was actually quite common not too long has a 2550 mag as the 5-piece bonus.
- 1200 Heal per Second. Conservation of Energy procs your Blood Magic passive everytime you use an ability with a cost, rather than when you cast a Dark Magic skill.
For context here's the Blood Magic passive text:
When you cast a Dark Magic ability with a cost, you heal for 1600 Health if you are not at full Health. This portion of the ability scales off your Max Health. If your Health is full, the higher of your Max Magicka or Stamina is increased by 10% for 10 seconds.
Now, what a lot of people don't know, is that abilities with a cost are not restricted to skills. They also mean core combat abilities ( dodge, break free etc. ) and therefore you can proc this passive multiple times in the same GCD window. So rather than 1600 ( 800 in PvP ), I simply gave it a 50% buff to bring it closer to a realistic scenario, for a total of 1200 HPS, as it will proc significantly more often than 1/s. This already sounds pretty strong - to some degree maybe even reasonable, but if we think even more about it, the heal equivalent is roughly 1/3 of a Vigor. Now, the important mention here is, a 100% uptime Vigor will eat 20% of your Total Casts. Conservation of Energy, on the other hand, consumes none of your casts. You simply play normally and receive roughly 1/3 of a Vigor passively, while retaining the 20% of your casts that would otherwise be spent maintaining Vigor. In other words, you're getting a significant portion of a Vigor's healing with zero rotational opportunity cost.
- ~800 Stamina & Magicka Recovery - While technically this isn't Recovery but rather flat resource sustain - which is actually beneficial because you don't lose it while blocking, sprinting etc. - the reasoning is largely the same as with the HPS. Conservation of Energy returns 240 Magicka and Stamina per proc. Sustain in ESO is calculated every 2 seconds, so 240 Magicka and Stamina per second is effectively 480 sustain. Since it can frequently proc more than once per GCD, we again apply a 50% increase to bring the number closer to a realistic scenario, which is ~750-800.
- 10% buff to whatever you want - This comes from the opportunity cost of sustain skills such as Dark Deal. Not having to press Dark Deal, which would generally represent 1 cast out of 10 skills, means those casts can instead be used for damage or healing. More importantly, you can dynamically allocate that “10%” based on what you actually need at the time. If you're healthy, you can use those casts for damage. If you're under pressure, you can use them for healing or defense. So this isn't literally a 10% damage or healing buff. It's arguably more powerful in practice: it's 10% more of your available actions that can be dedicated to whatever the current situation demands.
How do we translate all of this into actual power levels? It means that, from one passive alone, my opponent effectively has the equivalent of:
* Fortified Brass - ~6500 Armor
* Wretched Vitality - ~520 sustain
* Almalexia's Mercy - an equivalent source of HPS from the Blood Magic procs
* Almost a full Crafty Alfiq + Draugr Hulk - ~6000 Magicka + ~6000 Stamina
* And a 10% buff of their choice, which they can dynamically allocate to damage, healing, or split between the two.
And this is all coming from one passive, or, in the case of DK, one skill. Even if my opponent decided to fight me completely naked, they would technically still have more effective itemization than I do.
After finally putting all of this into perspective, we can see why Werewolf was performing so well. It's not that the Werewolf skill line itself was weak by any means. Rather, these kinds of power spikes are what allowed Werewolf to compete with the other top-tier classes in the first place. Werewolf was able to compensate for the weaknesses of its skill line through the enormous amount of effective power gained from sorc class masteries. That sustain wasn't just keeping the form functional - it was basically providing tons of additional defenses, resources, healing, and offensive uptime that allowed Werewolf to compete.
By adjusting Werewolf sustain in the way it has been handled during the current PTS cycle, the likely result is not a healthier or more balanced Werewolf. It is a rather underpowered spec when played on anything other than Sorc, where it remains borderline playable. The main issue wasn't necessarily that Werewolf was too OP on it's own. The problem is where that power is coming from, which the current changes fail to acknowledge and address.
Core of Flame on DK represents the exact same issue as Conservation of Energy. It is a skill that naturally fits into the DK rotation while simultaneously filling so many gaps that it gives the build an enormous amount of freedom to invest more heavily into damage, healing, tankiness, or utility. Rather than repeating the exact same numbers and calculations for Core of Flame, the underlying principle is the same: when a skill naturally covers multiple resource and sustain requirements, the power it frees up elsewhere becomes the real benefit.
Now, I doubt much will change. There is way more to be said, and more issues to be tackled, such as HP scaling heals / shields, but the post is getting rather lenghty. Hundreds of similar complaints have already been made, yet they appear to have had little to no impact on the current PTS patch notes. Still, it is incredibly disheartening to see that even the most basic numerical adjustments seem so difficult to implement. Bringing the classes a little more in line - through targeted, incremental nerfs to the problematic skills ( which don't take more than half a year to implement ), combined with some positive adjustments, if even temporary, to the sustain provided by abilities such as Netch, Siphoning Strikes, Templar Rune etc. - would go a long way toward addressing the actual problem.
None of this requires some massive rework of the game. In some cases, the solution could quite literally be as simple as changing a single value on an existing ability. It simply requires acknowledging where the excessive power is coming from and making reasonable numerical adjustments. But once again, it feels like too much to ask. And as long as it continues to feel that way, I'll be perfectly happy to remain on the sidelines rather than engage with the game, as I'm sure many others are doing.