Tommy_The_Gun wrote: »What I find weird is that they went though all this trouble with calculations which thing should be reduced by what amount instead of doing something really simple, less problematic and overall better for everyone:
They should have just added "this effect does not work under the effect of transformation" to Wards & Sorc class mastery passives.
^ You know, the ones that are very strong on its own. It is weird since initially when they were adding class mastery passives to the game, they added "save-guards" to NB's class mastery passives - making them kinda um... useless in PvP, but hey, at least there were no "nerf NB threads" cuz of that & NB can be playable in PvE. Why only NB got this treatment ?
If they would do something really simple - target nerf 2 specific WW builds - WW would not be super strong (as again, only those 2 builds are) and WW overall would have more build options and those builds while different - would be more or less on the same power level. Same for the Warden & sorc passive - unlike NB's class mastery passives, those would still be usable in PvP & would be still very strong on their own. So, the nerf would be minimal with almost no collateral damage.
But what we are getting instead is that WW will be only usable on sorc and will be again kinda useless in PvE on most builds and Magicka WW will be out of the picture entirely.
It would be perfectly balanced and fair to let Magicka werewolves exist. Make the burst heal cost stamina, and the rest cost Magicka if the blue stuff is your highest max. WE HAVE THE SYSTEM ALREADY! It works for Arcanist!
Why focus on magicka since hybridization happened? Just curious
Solo berserker outside of constant corpse feed (which still feels and plays awful on controller) is the absolute worst experience.
Spec’ing into damage just to lose up to 100 ult evey 10 second while gaining at 30 ult every 10 (light ult-gen buff)… feels awful, even with the Call of The Pack.
At least this was a damage option prior to rework that offered a consistent experience solo while in active combat. Now, it feels like an unnecessary chore to the point that picking this is not something I want to do not based on the mitigation trade-off but more so the feasibility than anything else.
I don’t feel like this is how ‘feeding’ as a werewolf should translate in gameplay.
If anything, this is testimony to ‘just because something can be done doesn’t mean it feels great/is rewarding enough’.
Solo berserker outside of constant corpse feed (which still feels and plays awful on controller) is the absolute worst experience.
Spec’ing into damage just to lose up to 100 ult evey 10 second while gaining at 30 ult every 10 (light ult-gen buff)… feels awful, even with the Call of The Pack.
At least this was a damage option prior to rework that offered a consistent experience solo while in active combat. Now, it feels like an unnecessary chore to the point that picking this is not something I want to do not based on the mitigation trade-off but more so the feasibility than anything else.
I don’t feel like this is how ‘feeding’ as a werewolf should translate in gameplay.
If anything, this is testimony to ‘just because something can be done doesn’t mean it feels great/is rewarding enough’.
Should come out to 68 ult every 10 seconds (without help from class passives), but I get where you are coming from. IMO changing the fury cap to 500 and reduce the rampage time to 10 seconds would go a long way for berserker and Magicka based WWs.
Solo berserker outside of constant corpse feed (which still feels and plays awful on controller) is the absolute worst experience.
Spec’ing into damage just to lose up to 100 ult evey 10 second while gaining at 30 ult every 10 (light ult-gen buff)… feels awful, even with the Call of The Pack.
At least this was a damage option prior to rework that offered a consistent experience solo while in active combat. Now, it feels like an unnecessary chore to the point that picking this is not something I want to do not based on the mitigation trade-off but more so the feasibility than anything else.
I don’t feel like this is how ‘feeding’ as a werewolf should translate in gameplay.
If anything, this is testimony to ‘just because something can be done doesn’t mean it feels great/is rewarding enough’.
Should come out to 68 ult every 10 seconds (without help from class passives), but I get where you are coming from. IMO changing the fury cap to 500 and reduce the rampage time to 10 seconds would go a long way for berserker and Magicka based WWs.
I’m not even sure if it’d call it ‘Rampage’ at that point, more like a ‘fit of anger’.
I personally like the longer duration in PvE AND PvP, especially given that reducing this to half essentially requires me to spend 2 and not just 1 GCD performing more (just like the exe dot) no-impact, relatively sluggish animations.
Not to mention, it’s akin to other ‘transformation ults’ at its current value like Vamp Lord/Necro Goliath.
I’d think they should only do this if they slightly speed up fury gen to compensate or add something meaningful to the actual cast of rampage itself (gimme 1 singular instance of snare removal in PvP, for example). But I have a feeling, knowing ZOS that they’d just gear this like another ‘nerf’ with absolutely no room for any supplement.
Solo berserker outside of constant corpse feed (which still feels and plays awful on controller) is the absolute worst experience.
Spec’ing into damage just to lose up to 100 ult evey 10 second while gaining at 30 ult every 10 (light ult-gen buff)… feels awful, even with the Call of The Pack.
At least this was a damage option prior to rework that offered a consistent experience solo while in active combat. Now, it feels like an unnecessary chore to the point that picking this is not something I want to do not based on the mitigation trade-off but more so the feasibility than anything else.
I don’t feel like this is how ‘feeding’ as a werewolf should translate in gameplay.
If anything, this is testimony to ‘just because something can be done doesn’t mean it feels great/is rewarding enough’.
Should come out to 68 ult every 10 seconds (without help from class passives), but I get where you are coming from. IMO changing the fury cap to 500 and reduce the rampage time to 10 seconds would go a long way for berserker and Magicka based WWs.
I’m not even sure if it’d call it ‘Rampage’ at that point, more like a ‘fit of anger’.
I personally like the longer duration in PvE AND PvP, especially given that reducing this to half essentially requires me to spend 2 and not just 1 GCD performing more (just like the exe dot) no-impact, relatively sluggish animations.
Not to mention, it’s akin to other ‘transformation ults’ at its current value like Vamp Lord/Necro Goliath.
I’d think they should only do this if they slightly speed up fury gen to compensate or add something meaningful to the actual cast of rampage itself (gimme 1 singular instance of snare removal in PvP, for example). But I have a feeling, knowing ZOS that they’d just gear this like another ‘nerf’ with absolutely no room for any supplement.
At that point just ask to remove the GCD from its activation would make it a lot more fluid and less clunky to activate (think synergy or potion activation) than its current form.
Panderbander wrote: »It needed to be increased. It might as well be 0 for how cheap their abilities were. Werewolf also has a passive that gives them increased stamina resource gains from heavy attacking (50%). Just heavy attack weave like most werewolves did before the rework.
Nevermind the werewolf heavies take AGES to carry out AND were nerfed during their rework (or, at least the zerker heavies were)
It would be perfectly balanced and fair to let Magicka werewolves exist. Make the burst heal cost stamina, and the rest cost Magicka if the blue stuff is your highest max. WE HAVE THE SYSTEM ALREADY! It works for Arcanist!