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Woodie revolution


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I get most of the changes but why the Weremoose slam nerf? The slam was very clunky to use anyways but now it's just not nearly as worth taking as before because of animation cancelling.

Hope they atleast incorporate getting hit not resetting the counter if they keep the damage nerf. It just feels super bad to use when you're hit out of it so often and the effect itself is mediocre.

I know a lot of people got upset seeing that weremoose's slam damage got reduced, but I really don't think it's as big of a problem as people make it out to be.

Weremoose's slam damage went from 136 to 119. That's -17 damage every 3 attacks. You can still kill a brightshade in 1 cycle, which imo is the main application for it.

The halved health regen, while I too am a little sad about it, I think was warranted. 0.6 hp/sec with moose's 90% damage reduction is better than using jellybeans with football helmet's 80% damage reduction. 

1 minute ago, Arcwell said:

Weremoose's slam damage went from 136 to 119. That's -17 damage every 3 attacks. You can still kill a brightshade in 1 cycle, which imo is the main application for it.

17 damage is a big difference, and only serves to make the Weremoose mastery not an attractive option for anything other than post-rift content, which feels like an unnecessary categorization of a perk that otherwise would serve a good dual purpose.

Before it was debatably worth taking because of animation cancelling, but now it is strictly inferior on top of being inconsistently bad depending on hit cycles. It FEELS bad to use and now IS bad to use. 

Just now, Notecja said:

How much tankier is he? That's real question, can we now go Wigfrid tanking mode on?

Almost identical to previous patch.

Only difference is planar defense went from 10 to 15 (which means you take 0.5 less damage against anything that deals 15 or more planar damage)

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