AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Hop on PTS and see for yourself or just use common sense; if you want the 'dirtiest' results, build no sustain and try to duel with CoE slotted and without:
"the passive 'Conservation of Energy' is the pinnacle of 'infinite sustain' wolf on current live AND PTS. On live, I bite for 800 stam and as a result of having a mere ~20k stam and ~20k mag I receive 800 mag and 800 stamina every 2 seconds 'for free'; this coupled with your standard 'regen' ticks with little to no investment providing 600-1000 additional stam/mag recovery and I am essentially gaining resources while attacking. Even on PTS, with 'Conservation of Energy' in an extended 1 v 1 situation, 'skill spam' via bite for 1600 stam is rewarded with roughly 1400-1800 stam per 2 seconds alongside another 800 per 2 seconds for magicka (from CoE alone)... more than enough to not bat an eye at sustain and nullify the resource penalty nearly entirely."
Bushido2513 wrote: »Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Hop on PTS and see for yourself or just use common sense; if you want the 'dirtiest' results, build no sustain and try to duel with CoE slotted and without:
"the passive 'Conservation of Energy' is the pinnacle of 'infinite sustain' wolf on current live AND PTS. On live, I bite for 800 stam and as a result of having a mere ~20k stam and ~20k mag I receive 800 mag and 800 stamina every 2 seconds 'for free'; this coupled with your standard 'regen' ticks with little to no investment providing 600-1000 additional stam/mag recovery and I am essentially gaining resources while attacking. Even on PTS, with 'Conservation of Energy' in an extended 1 v 1 situation, 'skill spam' via bite for 1600 stam is rewarded with roughly 1400-1800 stam per 2 seconds alongside another 800 per 2 seconds for magicka (from CoE alone)... more than enough to not bat an eye at sustain and nullify the resource penalty nearly entirely."
I should be more clear. I understand that conservation is great on sustain. My point was more to say even with that, how playable is it and how valuable is it vs doing another type of build on another class?
Also there were multiple cost changes so I would want to see analytics of similar engagements pts vs live.
If performance overall and in most scenarios did not change even with the cost changes then yes there is some validation. But there is also the question of saying even if you can sustain what does that look like in combat over the general engagement length of time?
Also I think that it's easy to just say well hey this is where it will end up based on simple math but that's not really testing across the range of player population. Just saying I'd rather see more cmx style data comparison.
Bushido2513 wrote: »Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Hop on PTS and see for yourself or just use common sense; if you want the 'dirtiest' results, build no sustain and try to duel with CoE slotted and without:
"the passive 'Conservation of Energy' is the pinnacle of 'infinite sustain' wolf on current live AND PTS. On live, I bite for 800 stam and as a result of having a mere ~20k stam and ~20k mag I receive 800 mag and 800 stamina every 2 seconds 'for free'; this coupled with your standard 'regen' ticks with little to no investment providing 600-1000 additional stam/mag recovery and I am essentially gaining resources while attacking. Even on PTS, with 'Conservation of Energy' in an extended 1 v 1 situation, 'skill spam' via bite for 1600 stam is rewarded with roughly 1400-1800 stam per 2 seconds alongside another 800 per 2 seconds for magicka (from CoE alone)... more than enough to not bat an eye at sustain and nullify the resource penalty nearly entirely."
I should be more clear. I understand that conservation is great on sustain. My point was more to say even with that, how playable is it and how valuable is it vs doing another type of build on another class?
Also there were multiple cost changes so I would want to see analytics of similar engagements pts vs live.
If performance overall and in most scenarios did not change even with the cost changes then yes there is some validation. But there is also the question of saying even if you can sustain what does that look like in combat over the general engagement length of time?
Also I think that it's easy to just say well hey this is where it will end up based on simple math but that's not really testing across the range of player population. Just saying I'd rather see more cmx style data comparison.
On live, I play anything but a Sorc and my sustain is a consideration. I burn my mag too quickly, it's gone. I spam roll/hold block, my stam can easily break.
On live, I play a sorc and I sit in a group of people without issue while performing my rotation over and over.
On PTS, I build 0 sustain of any kind on my sorc (equivalent build from live) and sustain a 10+ min fight with several other proc wolves, throwing a heavy every now and then, and relatively nothing changes (my mag, which I can convert to stam, also staying relatively maxed out thanks to CoE).
On PTS, I build 0 sustain of any kind on my sorc (but I remove CoE mastery) and my sustain burns out within a couple of seconds (same as any off-meta build) to the point I give up far to much too save it+ my healing+ any damage to make up for 'no burst' (i.e. my damage must be sustained), etc.
Beyond this, these changes should have never affected PvE to begin with. Anyone with the most basic of critical thinking skills could tell you 'double' to 'tripling' skill costs while enforcing health stack (in other words, enforcing a stack other than primary attribute) serves to spread sustain very thin.
I'd get whatever video is necessary for this point if any combat dev/ @ZOS_Kevin @ZOS_JessicaFolsom asked for exactly what is wanted via demonstration (because, it's quite frankly a waste of my time if it'll never be seen anyway)... otherwise, I don't have to supply a video when I have logic and a plethora of other people who have verifiably tested on the PTS telling you the exact same thing. Especially not for some no-PFP forum-goer that doesn't seem to have even touched PTS themselves, to be honest.
Bushido2513 wrote: »Bushido2513 wrote: »Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Hop on PTS and see for yourself or just use common sense; if you want the 'dirtiest' results, build no sustain and try to duel with CoE slotted and without:
"the passive 'Conservation of Energy' is the pinnacle of 'infinite sustain' wolf on current live AND PTS. On live, I bite for 800 stam and as a result of having a mere ~20k stam and ~20k mag I receive 800 mag and 800 stamina every 2 seconds 'for free'; this coupled with your standard 'regen' ticks with little to no investment providing 600-1000 additional stam/mag recovery and I am essentially gaining resources while attacking. Even on PTS, with 'Conservation of Energy' in an extended 1 v 1 situation, 'skill spam' via bite for 1600 stam is rewarded with roughly 1400-1800 stam per 2 seconds alongside another 800 per 2 seconds for magicka (from CoE alone)... more than enough to not bat an eye at sustain and nullify the resource penalty nearly entirely."
I should be more clear. I understand that conservation is great on sustain. My point was more to say even with that, how playable is it and how valuable is it vs doing another type of build on another class?
Also there were multiple cost changes so I would want to see analytics of similar engagements pts vs live.
If performance overall and in most scenarios did not change even with the cost changes then yes there is some validation. But there is also the question of saying even if you can sustain what does that look like in combat over the general engagement length of time?
Also I think that it's easy to just say well hey this is where it will end up based on simple math but that's not really testing across the range of player population. Just saying I'd rather see more cmx style data comparison.
On live, I play anything but a Sorc and my sustain is a consideration. I burn my mag too quickly, it's gone. I spam roll/hold block, my stam can easily break.
On live, I play a sorc and I sit in a group of people without issue while performing my rotation over and over.
On PTS, I build 0 sustain of any kind on my sorc (equivalent build from live) and sustain a 10+ min fight with several other proc wolves, throwing a heavy every now and then, and relatively nothing changes (my mag, which I can convert to stam, also staying relatively maxed out thanks to CoE).
On PTS, I build 0 sustain of any kind on my sorc (but I remove CoE mastery) and my sustain burns out within a couple of seconds (same as any off-meta build) to the point I give up far to much too save it+ my healing+ any damage to make up for 'no burst' (i.e. my damage must be sustained), etc.
Beyond this, these changes should have never affected PvE to begin with. Anyone with the most basic of critical thinking skills could tell you 'double' to 'tripling' skill costs while enforcing health stack (in other words, enforcing a stack other than primary attribute) serves to spread sustain very thin.
I'd get whatever video is necessary for this point if any combat dev/ @ZOS_Kevin @ZOS_JessicaFolsom asked for exactly what is wanted via demonstration (because, it's quite frankly a waste of my time if it'll never be seen anyway)... otherwise, I don't have to supply a video when I have logic and a plethora of other people who have verifiably tested on the PTS telling you the exact same thing. Especially not for some no-PFP forum-goer that doesn't seem to have even touched PTS themselves, to be honest.
The devs have already asked for feedback and that's what this is. And I'm not asking you or anyone to make a video for me. It's not my argument to defend.
I want the game to be improved for all but my point is more that we're not going to likely get there if it's just back and forth this is what I saw now devs go take action.
I'm not saying I'm on one side or the other. Just wanting to be as clear as possible about the issue being stated and looking at it from both the player and potential dev aspect.
Also your comments about me don't really help clarify anything. I don't take offense but just wanted to point out that it's not about personal attacks. Just here to talk about how we all get a better game.
Bushido2513 wrote: »Bushido2513 wrote: »Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Hop on PTS and see for yourself or just use common sense; if you want the 'dirtiest' results, build no sustain and try to duel with CoE slotted and without:
"the passive 'Conservation of Energy' is the pinnacle of 'infinite sustain' wolf on current live AND PTS. On live, I bite for 800 stam and as a result of having a mere ~20k stam and ~20k mag I receive 800 mag and 800 stamina every 2 seconds 'for free'; this coupled with your standard 'regen' ticks with little to no investment providing 600-1000 additional stam/mag recovery and I am essentially gaining resources while attacking. Even on PTS, with 'Conservation of Energy' in an extended 1 v 1 situation, 'skill spam' via bite for 1600 stam is rewarded with roughly 1400-1800 stam per 2 seconds alongside another 800 per 2 seconds for magicka (from CoE alone)... more than enough to not bat an eye at sustain and nullify the resource penalty nearly entirely."
I should be more clear. I understand that conservation is great on sustain. My point was more to say even with that, how playable is it and how valuable is it vs doing another type of build on another class?
Also there were multiple cost changes so I would want to see analytics of similar engagements pts vs live.
If performance overall and in most scenarios did not change even with the cost changes then yes there is some validation. But there is also the question of saying even if you can sustain what does that look like in combat over the general engagement length of time?
Also I think that it's easy to just say well hey this is where it will end up based on simple math but that's not really testing across the range of player population. Just saying I'd rather see more cmx style data comparison.
On live, I play anything but a Sorc and my sustain is a consideration. I burn my mag too quickly, it's gone. I spam roll/hold block, my stam can easily break.
On live, I play a sorc and I sit in a group of people without issue while performing my rotation over and over.
On PTS, I build 0 sustain of any kind on my sorc (equivalent build from live) and sustain a 10+ min fight with several other proc wolves, throwing a heavy every now and then, and relatively nothing changes (my mag, which I can convert to stam, also staying relatively maxed out thanks to CoE).
On PTS, I build 0 sustain of any kind on my sorc (but I remove CoE mastery) and my sustain burns out within a couple of seconds (same as any off-meta build) to the point I give up far to much too save it+ my healing+ any damage to make up for 'no burst' (i.e. my damage must be sustained), etc.
Beyond this, these changes should have never affected PvE to begin with. Anyone with the most basic of critical thinking skills could tell you 'double' to 'tripling' skill costs while enforcing health stack (in other words, enforcing a stack other than primary attribute) serves to spread sustain very thin.
I'd get whatever video is necessary for this point if any combat dev/ @ZOS_Kevin @ZOS_JessicaFolsom asked for exactly what is wanted via demonstration (because, it's quite frankly a waste of my time if it'll never be seen anyway)... otherwise, I don't have to supply a video when I have logic and a plethora of other people who have verifiably tested on the PTS telling you the exact same thing. Especially not for some no-PFP forum-goer that doesn't seem to have even touched PTS themselves, to be honest.
The devs have already asked for feedback and that's what this is. And I'm not asking you or anyone to make a video for me. It's not my argument to defend.
I want the game to be improved for all but my point is more that we're not going to likely get there if it's just back and forth this is what I saw now devs go take action.
I'm not saying I'm on one side or the other. Just wanting to be as clear as possible about the issue being stated and looking at it from both the player and potential dev aspect.
Also your comments about me don't really help clarify anything. I don't take offense but just wanted to point out that it's not about personal attacks. Just here to talk about how we all get a better game.
"Better game" for most here on at-least the forums equates to them deleting werewolf again in all but animations and moving forward with anything else. Just an FYI.
WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
Nah. Nerf it.
Someone died to a WW in PvP and got mad about it.WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
Nah. Nerf it.
WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
Nah. Nerf it.
Thanks man, seems like you really have a great hold on things.
If I remember right, they did 'nerf it' on last PTS when a bunch of people screamed the same thing. Then we had the Signet Warden meta and it was quickly realized 'nerf it' (werewolf) didn't work and that had made it to live despite the blanket werewolf nerfs.
Sometimes you need to understand the core of an issue to properly assess and remediate.
There's just one problem with all this: WW was a meme and not at all viable for YEARS. And instead of asking for fine tune adjustments like we're seeing with DK, people just demand "MAKE X THING WORSE" and ZOS takes the sledgehammer to them again because people get mad things are killing them in PvP.Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
Nah. Nerf it.
Thanks man, seems like you really have a great hold on things.
If I remember right, they did 'nerf it' on last PTS when a bunch of people screamed the same thing. Then we had the Signet Warden meta and it was quickly realized 'nerf it' (werewolf) didn't work and that had made it to live despite the blanket werewolf nerfs.
Sometimes you need to understand the core of an issue to properly assess and remediate.
Problem is that ww is such an issue on multiple fronts that yeah some players want action taken now. It's been going on for a minute and I personally am happy to see ww die down a bit immediately even if we have to revisit the changes later.
Also it's not always the dying that's and issue. I can fight ww to varying degrees of success. Sometimes it's more of the having the ones that want to run around in circles waiting for an opportunity kill or just being happy to be in your face and fearing you. You can't ignore them altogether like a tank because they have cumulative and execute damage and you can't easily kill them because they are tanky and can run away quickly if needed.
I don't blame players for enjoying ww but because of how accessible it is and easy to run, we're just seeing a lot and that's something I'm ok toning down on immediately..
I'm happy to have wws running around when they can play by the rules a bit more, same with DK.
Be a tank, be a hard hitter, be evasive but don't be pieces of all three on an easily piloted and highly accessible build.
Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
Nah. Nerf it.
Thanks man, seems like you really have a great hold on things.
If I remember right, they did 'nerf it' on last PTS when a bunch of people screamed the same thing. Then we had the Signet Warden meta and it was quickly realized 'nerf it' (werewolf) didn't work and that had made it to live despite the blanket werewolf nerfs.
Sometimes you need to understand the core of an issue to properly assess and remediate.
Problem is that ww is such an issue on multiple fronts that yeah some players want action taken now. It's been going on for a minute and I personally am happy to see ww die down a bit immediately even if we have to revisit the changes later.
Also it's not always the dying that's and issue. I can fight ww to varying degrees of success. Sometimes it's more of the having the ones that want to run around in circles waiting for an opportunity kill or just being happy to be in your face and fearing you. You can't ignore them altogether like a tank because they have cumulative and execute damage and you can't easily kill them because they are tanky and can run away quickly if needed.
I don't blame players for enjoying ww but because of how accessible it is and easy to run, we're just seeing a lot and that's something I'm ok toning down on immediately..
I'm happy to have wws running around when they can play by the rules a bit more, same with DK.
Be a tank, be a hard hitter, be evasive but don't be pieces of all three on an easily piloted and highly accessible build.
Panderbander wrote: »Werewolf is allowed one good patch every 5 years, after which it is to be obliterated, as is tradition.
They should nerf the werewolf until the Sorcerer stops breathing.
We are told the PTS is for testing and the multiple avenues for feedback are for feedback. I am told things are allowed to change on the PTS as it’s ’a testing environment’.
Why is it that every medium of content is malleable with enough public or logical scrutiny yet werewolf balance must consist of vast endeavors of ‘pulling’ without so much as a meaningfully constructive ‘push’ along the way?
You say you’ve heard various avenues of feedback including that of the highly-obscured feedback on nightblade ‘Strife’ changes yet are unable to hear me say:
-you’re clearly balancing werewolf based on power levels from masteries (every resource and sustain adjustment mimics the over-the-top resource and health sustain from the CoE mastery and ‘Blood Magic’)
-you continuously require more and more health for heal scaling to achieve similar healing from pre-rework yet re-introduce heavy stam sustain issues in the playstyle causing me to be spread far too thin to do anything meaningful, especially lacking in many areas in-kit (no burst, no snares, no immobilizes, no S&B backbar/DW front bar, no monomyth, no Balorgh)
-you are directly affecting many playstyles heavily in PvE while citing your proposed changes are geared towards PvP
-you are forcing anyone still playing werewolf in PvP next patch into sorc which restarts the ‘nerf requests’ all over again for the exact same topic (high resource sustain still) while bite healing still carries werewolf’s ’in your face’ healing (which incentivizes low APM/effort ‘bite spam’ versus utilizing the entire kit)
Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
Bushido2513 wrote: »WW didn't need nerfed because of CoE being too overtuned. ZOS refuses to adjust that Class Mastery. Nerfing WW by raising Stam costs without adjusting CoE will just force all WWs into playing Sorc and Stam, which kills build diversity. It also means you're still going to see WW sustain easily on Sorc.AdonisJorge wrote: »Good feedback. I think we need to nerf Werewolf further — all skills should cost health, magicka, stamina, and ultimate simultaneously
Actually you are correct. WW clearly need further nerfs. Sustain cost increases are easily managed (Sorc). Did their absurd damage get nerfed?
Let's focus on the actual source of issues instead of the things being impacted by them.
This is an interesting point but do we have any math on it? I keep hearing that people think this is what will happen but even when coe will the sustain be exactly the same?
Also wouldn't they be losing access to other masteries?
I'm not saying anything anyone is saying is wrong but if we want devs to take action shouldn't we be able to show them something?
I just don't want this to turn into here's a thought on how this took go so zos please take action on this thought or group of thoughts without any evidence.
I did do some math on this and the impacts are pretty significant from what I'm seeing.
Looking at a current WW on Live U50, let's assume 40k health, 19k Mag, & 22k stam. .. That may not be reflective of all WW but that's what my test WW build is. On those numbers, Sorcs CoE passive will return 443 Stam per proc & 379 Mag per proc.
If we just look at some of the current Live U50 skill costs and include a value for CoE's resource return:
Costs per cast:
Pounce: 1,071 (base) - 443 (CoE rebate) = net cost per cast 628
Roar: 1,071 - 443 = 628
Rip & Tear: 765 - 443 = 322
Blood Claws: 995 - 443 = 552
Ok, those numbers are on the low end. If the Devs were simply looking to offset the effects of the CoE passive on WW without impacting human Sorcs then one would expect that the skill cost increases aligned with how much (on average) resource rebate WW were getting ... but that's not what happened ... the skill cost increases went into orbit.
Costs per cast:
Pounce: 3,213 (U51 cost) - 443 = 2,770 +341%
Roar: 3,443 - 443 = 3,000 +377%
Rip & Tear: 1,800 - 443 = 1,357 +321%
Blood Claws: 2,340 - 443 = 1,897 +244%
Those increases go way beyond any impact CoE had on WW sustain.
Even if I were to assume that a WW would proc 2x CoE instances per GCD (which I think is unrealistic, consistently), those increases STILL float between 160% to 190%
So this begs the question, what is the desired result here? If the Devs wanted to impact WW sustain but not influence WW pressure then I, honestly, don't see any scenario where these changes don't diminish WW pressure.
The only thing that I can think of is that the Devs also want to encourage WW builds to re-allocate some of their resources from health into their other resource pools to try and compensate for these changes? But if that's the case, IMO, the Devs should release a note and tell players that's where their mindset is, so that the players who are affected by this can have input.
I don't main WW so these changes don't really affect my gameplay but it's really hard to be objective and not see the big impact these changes are going to have.
What I don't know, is how these changes impact WW vs a min/max DK with their upcoming changes. My gut tells me DK is on the winning side of these adjustments, but I really don't know as I haven't tested anything DK.