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Werewolf and Vampire Masteries

Lycanthrope1997
Lycanthrope1997
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It would be very simple just to remove the class masteries if werewolf and vampires get access to their own unique class masteries. It would be so much easier to balance werewolf outside of class masteries and same goes with vampires.
-If you're infected with vampirism or lycanthropy you should lose all access to normal class masteries but gain your own unique ones to choose from. This would be so easy to implement.
  • RedMamba
    RedMamba
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    Both of these are just single skill lines and not actual classes. They need to focus on Warden, Templar, Sorc, NB, Arcanist and Necro reworks first like the community has already voted for.
  • JimT722
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    RedMamba wrote: »
    Both of these are just single skill lines and not actual classes. They need to focus on Warden, Templar, Sorc, NB, Arcanist and Necro reworks first like the community has already voted for.

    That is nonsense. it's a playstyle. one that they devoted a whole rework to. it is also important.
  • HunterDawn
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    As things stand, this seems to be the only viable balancing measure. It also prevents future nerfs to Werewolf that would stem from it gaining overpowered mastery abilities from upcoming class reworks,Do you really have to nerf Werewolf every single time you rework a class? Aren’t you tired of this?. @ZOS_Kevin @ZOS_JessicaFolsom
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  • Arunei
    Arunei
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    RedMamba wrote: »
    Both of these are just single skill lines and not actual classes. They need to focus on Warden, Templar, Sorc, NB, Arcanist and Necro reworks first like the community has already voted for.
    They're playstyles regardless of how much you want to diminish them. Also they've already said that just because something that gets a lot of votes doesn't mean much of anything. And a team can also work on different things without any of the things suffering for it.

    It's bizarre to me how many people there are who not only want WW nerfed but seem to think for whatever reason it and by extension Vamp just have no right to exist. Despite the fact that both have been in the game since launch and both have gotten reworks.

    At any rate I'm not sure Vamp really needs Class Masteries, since they keep their ability to use two bars and everything else. WW could use it though, it would allow more for spec'ing into Tank or DPS or maybe even give WWs the ability to heal others:

    1) We could have one that upgrades Berserker or Blood Rage to reduce the amount of Fury needed for Rampage while using the Berserker Morph. Right now most every build uses Pack Leader because it has next to no issues maintaining indefinite form, even using something like Signet. Making Berserker require less Fury for Rampage would make it more viable.

    2) One could upgrade Hircine's Bounty and its Morphs to do half healing and Stam return to the user but also heal and restore the full amount to group members, and also return Mag to both user and group members.

    3) One could upgrade Deafening Roar so that the user doesn't need to be Blocking for it to be a Taunt and give WW unique Tanking utility in being the only AoE Taunt in the game. It could also reduce damage done by say 6-10% but also increase Health, Health Recovery, Armor, or Spell/Weapon Resistence in order to trade off some strength for better Tanking.

    4) There could be one that gives WW burst damage with something like "after five Light and/or Heavy Attacks your next damaging Skill does X amount more damage". It would be in line with WW meaning to be a pressure build.

    5) One could upgrade Rampage so that it gives half the values to your group and makes their Skills cost 5% less or something.

    With stuff like this, you can build more into specific things. Tanks might want 2 and 3 or 3 and 5 if with a group, or 4 and 1 if solo (or 3 and 1 if trying to solo harder content. DPS might take 1 if Berserker and 5 if grouping, or 1 and 4 if solo, or 4 if Pack Leader. Healers could use 2 and 5 or 1 and 5 or 1 and 2 depending on what the group might need, or also use 1 and 4. Every Class already pretty much has one or two Masteries that always get picked and WW would be no exception regardless of what kind it got.

    We also REALLY could use a WW Grimoire. That would allow for some tweaking of WW without all the heavy-handed nerfs by moving some power and utility to it. Let us have ones that do more healing at the cost of some damage, more damage at the cost of healing, give Major stat recoveries, that sort of thing.
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  • Firstmep
    Firstmep
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    Wolf mastery I can see but vampire? Would it lock you out of using class masteries? I guess, but since it's only 5 skills that don't really fit together to make a build, the masteries may have to be too generic.
    I'd prefer them look at the actual vamp skills before they add more layers of complications on top.
  • Ei8htba11
    Ei8htba11
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    I have a vampire and I disagree.. it's a skill line (regardless of identity or role play aspects that people enjoy).. Like Undaunted, or Fighters Guild/Mages Guild. Those don't receive Class Masteries either.

    The skills on the other hand, need looking at. The only reason I've kept the Vampire status is because I actually got it in the wild from a Bloodfiend, by accident.. I don't use the skills at all
  • Faltasë
    Faltasë
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    It would be very simple just to remove the class masteries if werewolf and vampires get access to their own unique class masteries. It would be so much easier to balance werewolf outside of class masteries and same goes with vampires.
    -If you're infected with vampirism or lycanthropy you should lose all access to normal class masteries but gain your own unique ones to choose from. This would be so easy to implement.

    I actually disagree with this. The homogenization of non-unique buffs and debuffs was already a huge disappointment, but them making two separate skill lines basically into the same two classes as everyone else without class identity behind them feels a bit like a downgrade?

    I don't understand the logic behind making them their own class transformations, when that's not how they are meant to work in the first place. They're meant to work as additions to your current class kit, that's why they are diseases and not classes.

    Instead, they should actually change the current class masteries to work WITH the curses on other classes than just sorc, not be reductionist against them.

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  • SneaK
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    This takes class identity away, I’d imagine most players view their Sorcs as werewolves, not their werewolves as Sorcs.
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  • RedMamba
    RedMamba
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    These are both just skill lines under World and not classes. They need to focus on Warden, Templar, Sorc, NB, Arcanist and Necro reworks first
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