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ZOS, why is werewolf balancing ‘unchanging’?

  • ksbrugh
    ksbrugh
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    Wuuffyy wrote: »
    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)

    Edit: another PvP change that heavily affects PvE wolf and its options (CoE and especially Static Reverb indirect nerfs).

    Edit 2: reminder to please return existing ‘customized animations’ (especially recalls) to werewolf. Many are fine with the aspect of the ‘bugginess/glitchness’ of some and while it makes sense that ZOS cannot support including werewolf in future animations for the time being; please keep customized actions (testimony: especially ones like the new crown crate recall that I personally paid for the purpose of it meshing well and appearing like a ‘holy wolf’)

    The big picture here is the werewolf was released in June which is the last physical month of bethesda's yearly earnings. They knew they had to drop something that was overly powered and would pull a lot of people back to the game (me included). (Numbers matter) Now that the physical year is over so is the werewolf. It's not that they really care about you or us, it's the bottom line they truly care about. Don't take it personal Bethesda is an entity it knows that we are the source of its nourishment so just like a lion that would not take care of a herd of wildebeest to make sure they are fat and happy neither will Bethesda.
  • HunterDawn
    HunterDawn
    ✭✭✭
    ksbrugh wrote: »
    Wuuffyy wrote: »
    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)

    Edit: another PvP change that heavily affects PvE wolf and its options (CoE and especially Static Reverb indirect nerfs).

    Edit 2: reminder to please return existing ‘customized animations’ (especially recalls) to werewolf. Many are fine with the aspect of the ‘bugginess/glitchness’ of some and while it makes sense that ZOS cannot support including werewolf in future animations for the time being; please keep customized actions (testimony: especially ones like the new crown crate recall that I personally paid for the purpose of it meshing well and appearing like a ‘holy wolf’)

    The big picture here is the werewolf was released in June which is the last physical month of bethesda's yearly earnings. They knew they had to drop something that was overly powered and would pull a lot of people back to the game (me included). (Numbers matter) Now that the physical year is over so is the werewolf. It's not that they really care about you or us, it's the bottom line they truly care about. Don't take it personal Bethesda is an entity it knows that we are the source of its nourishment so just like a lion that would not take care of a herd of wildebeest to make sure they are fat and happy neither will Bethesda.

    So Werewolf players are just prey now. That fits Hircine’s lore perfectly.😰😅
    The incredibly fun U51 update is right around the corner😊! Go renew your Plus memberships everyone😅!
  • Sinolai
    Sinolai
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    Just wanna say that I have always felt the class passives are part of different werewolf flavours and I love how they give each class unique feeling when in WW form and can allow some building around them. Sorc has always benefitted from the packleader morph that gives permanent pets, Arcanist still generates Cruxes and gain healing done with them, nightblade still benefits from crit passives and ulti generation and Templar still stacks burning light, autoblocks during channeled swipes and with the new class mastery also gains sacred ground when blocking. Right now, I love tanking in PvE with my Arcanist werewolf that can try to keep major force up alone - thanks to the new class masteries.

    I would honestly love to see more synergy with the class passives combined with WW abilities (Warden is a little lackluster without proper access to frost damage in WW form). If you take away the class masteries from WW, I hope you give us a separate passive skill tree that offers some variety and utility.
    Edited by Sinolai on September 3, 2026 6:17AM
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