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When are werewolves going to be fixed?

  • GnatB
    GnatB
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    Tendeep wrote: »
    Just my 2 cents, but ZOS has ignored this horrible, horrible, skill line for far too long. This should have been brought up to par with Vamps months ago.

    I have to disagree. Vamps should be brought down to be on par with ww's. And, I guess throwing oil on the fire, ZoS saying they're aware that they aren't performing as expected doesn't mean that they aren't performing as intended. Could just mean that your expectations don't match their intent.

    (Personally, I've always considered WW/Vampirism in the ES universe to always be a severe liability that you get, do the questlines for, and then cure as quickly as possible. IMO the same should be true in ESO. Currently the downsides (to vampirism, at least) aren't *nearly* severe enough, and the upsides far too good. Taking significant damage if outside during the day, and automatic aggro from all guards if you're in stage 4 (and possibly 3) would be a good start. Stop pandering to the current twilight/vampire diaries/true blood "vampires are cool" crowd.
    Achievements Suck
  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Am I the only one who thinks Werewolf form should be a toggle?

    Or is that a bad idea? I'm really just talking out of my @$$ here, because I have yet to roll my Hircine-worshipping Bosmer yet.

    Thoughts?
  • Anvos
    Anvos
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    For some reason I think I remember hearing a rumor about some type of update to vamps and weres in update 5 and that would thematically make sense since with 4 in September that would seem to put 5 in the mid October to early November range.
  • UrQuan
    UrQuan
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    Am I the only one who thinks Werewolf form should be a toggle?

    Or is that a bad idea? I'm really just talking out of my @$$ here, because I have yet to roll my Hircine-worshipping Bosmer yet.

    Thoughts?
    Well, I honestly feel significantly less powerful in WW form than in normal form, so if they don't make other changes to WW I don't really see how it would be unbalancing to make it a toggle instead of an ultimate. Right now I only transform into a WW when I see a group of easy trash mobs. If it looks like a fight will be tough there's no way I'll transform.
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  • Srugzal
    Srugzal
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    They won't answer until you quit asking. It's like when a child constantly begs for something over and over you start ignoring them or punish them.

    Wow, I certainly hope you never become a parent.....

    Honestly me too.

    Lets put it this way if someone starts spamming chat over and over you get annoyed and block them. You keep spamming the forums the moderators may just ignore you.

    I don't give two flips what moderators think, or if they ignore me. Its the devs, programmers, and higher that need to be aware of this kind of stuff. Mods are just paid flunkies who keep us forum trolls in line and delete posts when they fall outside of the guidelines. Way back when (during everquests heyday) I used to be a forum mod, and I can tell you that none of the upper people in the company gave a rat's butt about what went on in the forums. PLayers were looked down upon by people like Brad McQuaid, as "They have no idea what they want, I know what they want" was the mentality.

    The forum staff has been told not to respond to this issue; that's the only possible explanation for their silence. And to be sure, this has nothing to do with moderation. Moderation on the whole is fair.

    It's been made clear to me over a long period, explicitly from the official feedback I've gotten from my own ranting on this forum and via the help system, that the only real developer access we have is through /bug and /feedback in-game. That pipeline is the one you want to be feeding, not this one.

    The problem is that however you provide feedback, if they're not going to listen, there's nothing you can do about it. They will even come back at you and close "duplicate" tickets if you get too... insistent.

    The WW issue is not by any means the only one like this, but it is one of the more egregious ones. I once dreamed of running with a pack in Cyrodiil. Imagine a zerg of 20-30 powerful Wer beasts ripping those flimsy Vampires to hamburger. Yeah, I know, silly me. But I keep hoping.

    For the moment.
    Edited by Srugzal on August 17, 2014 1:05AM
  • Obscure
    Obscure
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    ZOS doesn't care. End of line.

    You ever mess something up at work, acknowledge you messed up, then never fix it? In that circumstance there's a four letter F word that your boss might throw at you... and yet another four letter F word the customers it effects might throw at you as well.
  • Spottswoode
    Spottswoode
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    GnatB wrote: »

    I have to disagree. Vamps should be brought down to be on par with ww's. And, I guess throwing oil on the fire, ZoS saying they're aware that they aren't performing as expected doesn't mean that they aren't performing as intended. Could just mean that your expectations don't match their intent.

    (Personally, I've always considered WW/Vampirism in the ES universe to always be a severe liability that you get, do the questlines for, and then cure as quickly as possible. IMO the same should be true in ESO. Currently the downsides (to vampirism, at least) aren't *nearly* severe enough, and the upsides far too good. Taking significant damage if outside during the day, and automatic aggro from all guards if you're in stage 4 (and possibly 3) would be a good start. Stop pandering to the current twilight/vampire diaries/true blood "vampires are cool" crowd.

    Well, you forget about us Castlevania/Hellsing/Trinity Blood guys who believe vampires should be godlike compared to normal humanoids.

    In all fairness, the Vamp and WW trees should offer incentive to use them. If they have an equalized good/bad ratio, there really isn't any incentive to become one unless you just HAVE to be a vamp/ww. There should be clear advantages to each, but we can equalize them by expanding the power of the Fighter's Guild line against them. There should also be gear specifically dedicated to fighting the two groups. (Similar to the Dawnguard gear in Skyrim.) There should also be some class skills that are made to use against them. (Vampire's bane should actually do extra damage to vampires.)
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  • Phantax
    Phantax
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    When are werewolves going to be fixed?

    Probably about the same time they fix player housing, bank space and implement an actually useful Global AH system !

    :(
    High Elf Sorcerer VR12 - Destro / Resto Staff
    I'm a werewolf. If you vamps don't like it.... Bite me !
    We're not retreating... we're advancing in a different direction !
  • Carnagan
    Carnagan
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    Obscure wrote: »
    ZOS doesn't care. End of line.

    You ever mess something up at work, acknowledge you messed up, then never fix it? In that circumstance there's a four letter F word that your boss might throw at you... and yet another four letter F word the customers it effects might throw at you as well.

    Except they've already said that they are planning some adjustments and are going to add some passives.

    "You dream of the Moon and a man who is less than a man."
    Proud explorer of Tamriel since 1996
  • Srugzal
    Srugzal
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    Carnagan wrote: »
    Obscure wrote: »
    ZOS doesn't care. End of line.

    You ever mess something up at work, acknowledge you messed up, then never fix it? In that circumstance there's a four letter F word that your boss might throw at you... and yet another four letter F word the customers it effects might throw at you as well.

    Except they've already said that they are planning some adjustments and are going to add some passives.

    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol
    Edited by Srugzal on August 17, 2014 4:07PM
  • Obscure
    Obscure
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    Srugzal wrote: »
    Carnagan wrote: »
    Obscure wrote: »
    ZOS doesn't care. End of line.

    You ever mess something up at work, acknowledge you messed up, then never fix it? In that circumstance there's a four letter F word that your boss might throw at you... and yet another four letter F word the customers it effects might throw at you as well.

    Except they've already said that they are planning some adjustments and are going to add some passives.

    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol

    They mentioned it at Quakecon in a Q&A that specifically asked when to expect changes to Werewolves. The Konck mentioned what they want to do, but gave no indication other than "soon" to indicate when...

    @Carnagan
    Actions speak many times louder than words. If they cared it would've been fixed before launch...
  • ThisOnePosts
    ThisOnePosts
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    Am I the only one who thinks Werewolf form should be a toggle?

    Or is that a bad idea? I'm really just talking out of my @$$ here, because I have yet to roll my Hircine-worshipping Bosmer yet.

    Thoughts?


    It should be. It's not like you are invincible in WW form anyway.
  • Talrenos
    Talrenos
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    WW should be a toggle. Vamps don't toggle on and off, why should us mongrels?
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    They won't answer until you quit asking. It's like when a child constantly begs for something over and over you start ignoring them or punish them.

    Wow, I certainly hope you never become a parent.....

    Honestly me too.

    Lets put it this way if someone starts spamming chat over and over you get annoyed and block them. You keep spamming the forums the moderators may just ignore you.

    I don't give two flips what moderators think, or if they ignore me. Its the devs, programmers, and higher that need to be aware of this kind of stuff. Mods are just paid flunkies who keep us forum trolls in line and delete posts when they fall outside of the guidelines. Way back when (during everquests heyday) I used to be a forum mod, and I can tell you that none of the upper people in the company gave a rat's butt about what went on in the forums. PLayers were looked down upon by people like Brad McQuaid, as "They have no idea what they want, I know what they want" was the mentality.

    I would agree with this statement having worked in development/administration for a gaming company (a MUD actually.) Players really don't know what they want. Developers probably don't have a lock on it either, but players are never happy if you give them what they request. It's never what they actually want because the implementation often ends up making it dissimilar. But even when it doesn't, they'll still complain.

    Also, while there are a few gems here and there, as far as class abilities and combat goes, most players ideas are just dumb and way over the top.
    Dear Sister, I do not spread rumors, I create them.
  • Ackwalan
    Ackwalan
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    If werewolves don't get fixed soon, they will breed like rabbits and will leave little piles of "presents" all over they place.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    GnatB wrote: »
    Tendeep wrote: »
    Just my 2 cents, but ZOS has ignored this horrible, horrible, skill line for far too long. This should have been brought up to par with Vamps months ago.

    I have to disagree. Vamps should be brought down to be on par with ww's. And, I guess throwing oil on the fire, ZoS saying they're aware that they aren't performing as expected doesn't mean that they aren't performing as intended. Could just mean that your expectations don't match their intent.

    (Personally, I've always considered WW/Vampirism in the ES universe to always be a severe liability that you get, do the questlines for, and then cure as quickly as possible. IMO the same should be true in ESO. Currently the downsides (to vampirism, at least) aren't *nearly* severe enough, and the upsides far too good. Taking significant damage if outside during the day, and automatic aggro from all guards if you're in stage 4 (and possibly 3) would be a good start. Stop pandering to the current twilight/vampire diaries/true blood "vampires are cool" crowd.

    if vamp was put in line with ww it would become useless, though vamp does need a nerf, werewolf has absolutely zero use. I have played both (and playing a vamp now). Vamp is ridiculous, werewolf is only good if you want to take on a fighter's guild vulnerability. You obviously never played a vamp or a werewolf in TES. They both had good upsides for the extreme downsides. I never felt like I needed to cure it as fast as possible.

    There would be zero reason to even have the skill lines in the game with your suggestions. They would be nonfunctional (much like werewolf is now.)

    You obviously hate vampires as a concept, which is fine, but that does not mean that everyone who wants to play one should be punished or that it has anything to do with Twilight. Go read Dracula and tell me about all the awful downsides the count is suffering from. I will take a weakness to daylight at stage 4 (similar to how oblivion did it) if I can have those upsides.
    Dear Sister, I do not spread rumors, I create them.
  • GnatB
    GnatB
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    There should be clear advantages to each, but we can equalize them by expanding the power of the Fighter's Guild line against them. There should also be gear specifically dedicated to fighting the two groups. (Similar to the Dawnguard gear in Skyrim.) There should also be some class skills that are made to use against them. (Vampire's bane should actually do extra damage to vampires.)

    To be fair, I thought Silver Bolts 100% proc bug was actually a good idea. It wouldn't have seemed nearly so bad if everybody and their brother wasn't a vamp/ww. If only 5% of the pop was vulnerable, most people probably wouldn't have it slotted.
    Achievements Suck
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    GnatB wrote: »
    There should be clear advantages to each, but we can equalize them by expanding the power of the Fighter's Guild line against them. There should also be gear specifically dedicated to fighting the two groups. (Similar to the Dawnguard gear in Skyrim.) There should also be some class skills that are made to use against them. (Vampire's bane should actually do extra damage to vampires.)

    To be fair, I thought Silver Bolts 100% proc bug was actually a good idea. It wouldn't have seemed nearly so bad if everybody and their brother wasn't a vamp/ww. If only 5% of the pop was vulnerable, most people probably wouldn't have it slotted.

    no it was ridiculous, even if the percentage of players getting destroyed by it was less, those players would be be nonfunctional.
    Dear Sister, I do not spread rumors, I create them.
  • Carnagan
    Carnagan
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    Srugzal wrote: »
    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol

    Sure, it only took me about 30 seconds of effort on the forum search. They said it at Quakecon. Video and Transcript found in first post in this thread.

    What was said.
    Question
    Werewolves are in need of updates. Are there changes in places for werewolves?

    Answer
    Nick [Konkle]: Yes, absolutely. There are two phases of changes. For starters, we are going to balance the ultimate – decrease cost, increase damage etc. In the second phase we are going to add in more active abilities.


    @Obscure, yes actions speak louder than words, but this is an MMO. This evolve over time and it takes more time to see how things work with a bigger population. They do change things in response to constructive feedback, they just take their time in doing balance so as not to completely unbalance other things.
    Edited by Carnagan on August 17, 2014 8:45PM
    "You dream of the Moon and a man who is less than a man."
    Proud explorer of Tamriel since 1996
  • Srugzal
    Srugzal
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    Carnagan wrote: »
    Srugzal wrote: »
    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol

    Sure, it only took me about 30 seconds of effort on the forum search. They said it at Quakecon. Video and Transcript found in first post in this thread.

    What was said.
    Question
    Werewolves are in need of updates. Are there changes in places for werewolves?

    Answer
    Nick [Konkle]: Yes, absolutely. There are two phases of changes. For starters, we are going to balance the ultimate – decrease cost, increase damage etc. In the second phase we are going to add in more active abilities.


    @Obscure, yes actions speak louder than words, but this is an MMO. This evolve over time and it takes more time to see how things work with a bigger population. They do change things in response to constructive feedback, they just take their time in doing balance so as not to completely unbalance other things.

    Thanks, good answer.
  • Maverick827
    Maverick827
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    Srugzal wrote: »
    Carnagan wrote: »
    Srugzal wrote: »
    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol

    Sure, it only took me about 30 seconds of effort on the forum search. They said it at Quakecon. Video and Transcript found in first post in this thread.

    What was said.
    Question
    Werewolves are in need of updates. Are there changes in places for werewolves?

    Answer
    Nick [Konkle]: Yes, absolutely. There are two phases of changes. For starters, we are going to balance the ultimate – decrease cost, increase damage etc. In the second phase we are going to add in more active abilities.


    @Obscure, yes actions speak louder than words, but this is an MMO. This evolve over time and it takes more time to see how things work with a bigger population. They do change things in response to constructive feedback, they just take their time in doing balance so as not to completely unbalance other things.

    Thanks, good answer.
    There were even other acknowledgments that Werewolves would be fixed months earlier.

    They're taking forever to fix them. I remember back in the first month of the game, when I still had hope, that my Werewolf would be buffed soon. Surely they couldn't let this disparity go on for too long.
  • MercyKilling
    MercyKilling
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    As soon as you take them to the vet?
    I am not spending a single penny on the game until changes are made to the game that I want to see.
    1) Remove having to be in a guild to sell items to other players at a kiosk.
    2) Cosmetic modding for armor and clothing.
    3) Difficulty slider.
    4) Fully customizable player housing that isn't tied to anything in the game other than having the correct resources and enough gold to build. Don't tie it to PvP, guild membership, or anything at all. Oh, make it instanced so as not to take up world map space, too. Zeni screwed this one up already.
    Any /one/ of these things implemented would get me spending again, maybe even subbing.
  • TheBull
    TheBull
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    WW in Cyrodiil is some of the most fun I've ever had in a mmorpg. That being said losing passive, and not be able to break CC is pretty stupid.

    The part that bothers me to no end is when you activate but don't transform, lose your alt, and have to relog because of the slow walk bug. 4 months in, this should not be happening.

    Make no mistake, when played correctly WW is a game changer.
  • Srugzal
    Srugzal
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    Srugzal wrote: »
    Carnagan wrote: »
    Srugzal wrote: »
    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol

    Sure, it only took me about 30 seconds of effort on the forum search. They said it at Quakecon. Video and Transcript found in first post in this thread.

    What was said.
    Question
    Werewolves are in need of updates. Are there changes in places for werewolves?

    Answer
    Nick [Konkle]: Yes, absolutely. There are two phases of changes. For starters, we are going to balance the ultimate – decrease cost, increase damage etc. In the second phase we are going to add in more active abilities.


    @Obscure, yes actions speak louder than words, but this is an MMO. This evolve over time and it takes more time to see how things work with a bigger population. They do change things in response to constructive feedback, they just take their time in doing balance so as not to completely unbalance other things.

    Thanks, good answer.
    There were even other acknowledgments that Werewolves would be fixed months earlier.

    They're taking forever to fix them. I remember back in the first month of the game, when I still had hope, that my Werewolf would be buffed soon. Surely they couldn't let this disparity go on for too long.

    There's a meta-game here that ZOS hasn't really done very well, and that's managing player expectation. Perhaps it's shocking to hear, but ZOS seems slow to realize that players expect them to keep their promises in a timely manner. I know, who would have guessed?

    After a while, "soon" loses its original meaning, and starts to appear to actually mean "stop bothering me about this." Sadly, we're well past that now.
  • Obscure
    Obscure
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    Carnagan wrote: »
    Srugzal wrote: »
    A link to some kind of reference here would be helpful. Yes, there are many threads on the subject which can be found through search, but finding staff posts specifically is just not something doable. This is something else they've "said they are going to fix." lol

    Sure, it only took me about 30 seconds of effort on the forum search. They said it at Quakecon. Video and Transcript found in first post in this thread.

    What was said.
    Question
    Werewolves are in need of updates. Are there changes in places for werewolves?

    Answer
    Nick [Konkle]: Yes, absolutely. There are two phases of changes. For starters, we are going to balance the ultimate – decrease cost, increase damage etc. In the second phase we are going to add in more active abilities.


    @Obscure, yes actions speak louder than words, but this is an MMO. This evolve over time and it takes more time to see how things work with a bigger population. They do change things in response to constructive feedback, they just take their time in doing balance so as not to completely unbalance other things.

    If they hadn't wiped the PTS forums, I'd link you a thread months before launch where Werewolves being a terrible skill line was noted, had Dev responses, and no action has been taken. Accepting low quality game development because it's an MMO is an atrocious excuse. Its indefensibly poor game design. Yes, they are learning. Yes, they will address it eventually. But no, they don't care, I.E. it's not a priority, not important to them, not anything they consider worth having done in any measure of reasonable time.

    It's not even personally important to me, I've at no point been interested in the skill line to begin with. But when I see this sort of foot dragging on core launch features, yet see them add entirely new systems it shows what the studio does or doesn't care about. They literally put more development time into giving the player the ability to dye their armor like a magical rainbow unicorn...
  • Natjur
    Natjur
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    There is already a "FIX" for werewolf's.

    Go to the mage guild and talk to the guy for a cure. It fixes werewolf's for a small fee.
  • Mumyo
    Mumyo
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    I'm sure they will fix it as soon as they introduced the option to give each eyebrow of ur character a different colour... maybe after that ;)
    Sad thing is that im serious with this.
  • Srugzal
    Srugzal
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    Obscure wrote: »
    If they hadn't wiped the PTS forums, I'd link you a thread months before launch where Werewolves being a terrible skill line was noted, had Dev responses, and no action has been taken. Accepting low quality game development because it's an MMO is an atrocious excuse. Its indefensibly poor game design. Yes, they are learning. Yes, they will address it eventually. But no, they don't care, I.E. it's not a priority, not important to them, not anything they consider worth having done in any measure of reasonable time.

    It's not even personally important to me, I've at no point been interested in the skill line to begin with. But when I see this sort of foot dragging on core launch features, yet see them add entirely new systems it shows what the studio does or doesn't care about. They literally put more development time into giving the player the ability to dye their armor like a magical rainbow unicorn...

    I've had a bit of an epiphany about this. I now think that I'm beginning to understand this head-scratchingly odd behavior of ZOS, this apparent unwillingness for them to respond to long standing problems--problems you so aptly call "core launch features" here, @Obscure, and which I'd expand to include persistent, unaddressed quest bugs, and maybe some other things.

    I believe that their business model counts on account churn--a certain number of accounts closing, another number, hopefully slightly larger, opening, each month.

    It's similar to the obsolescence strategies of automobile manufacturers. People will be convinced to buy the latest model, and the problems with the old, broken models can be ignored, or worse, covered up.

    Players, as they work through the content, will accumulate discontent with things that don't work as advertised. They'll encounter game-breaking bugs, and, over time, will decide to abandon the game because of them.

    Because questions about these things are officially ignored, new players may not hear about them or not notice them for a good long while. Meanwhile, more and more "candy" features get added (always in the name of "responding to player needs," of course), distracting from a long-standing problem set that never goes away.

    Because new players are always coming, the company literally doesn't need to fix the problems, because the people who complain about them eventually leave. This sets up a feedback loop in which the formation of a common understanding of the game's problems is suppressed, and in which there is a constant influx of players attracted to the shiny new stuff. A devious but thoroughly profitable business process that minimizes the difficult task of fixing bugs--thereby cutting labor overhead.

    And the most ironic of all is the people who come back to the game, having quit once already, thinking--wrongly--that things will be better this time. So sad.

    The fact that some things do get fixed--more or less--just proves that some problems are judged to have imperiled the viability of the account churn model. That explains, for instance, the VR nerf, as well as the Vamp nerf. They worked not because they were good ideas, but because they provided just that extra measure of account retention to return the trend to positive. That, my friends, is how they decide what to fix, and what to add. If a fix has the opposite result, if it harms the trend, you can bet it will be rescinded.

    So, not only do they not care about some problems, they don't need to.
    Edited by Srugzal on August 18, 2014 12:04AM
  • Draxuul
    Draxuul
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    I find it funny when someone says that werewolves are broken and need to be fixed .

    Does transforming into a werewolf cause your game to crash ? If not then it's not broken.

    Your werewolf form may not be as powerful as you'd like it to be but that doesn't make it broken.

    Personnaly i cannot help to think that if werewolves and vamps were too powerful compared to a non monster player, Cyrodiil would simply turn into a Vamp VS Wolf war. No one would be interested in playing regular characters anymore . In fact it is my belief that too much of the total population of players are already either one or the other .

    I know it's to be expected in an MMO but still . Zenimax can't really afford to make Wolves and Vamps too powerful because they need to be somewhat ballanced with non monster players.

    That being said, i know i heard Zenimax mention that they would tweak Werewolves to makes them more fun to play and more useful . I simply do not think that right now it's anywhere near their number 1 priority considering that there are a lot of more serious issues in the game at the moment .

    Being a werewolf is not a necessity in order to experience the game content. And if you use it as is, it's not causing any issues with game performance or crashes or bugs. So yeah they will eventually do something about it but for now there are some much more serious issues that need fixing .

    Draxuul
    Be who you want to be , do what you want to do, play the way you want to play.

    The Prophet once said :``There is no perfect choice , there are only other choices. ``

    Same goes for your build. There is no perfect build, there are only other builds.

    My name is Draxuul and i approve this message .

  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
    ✭✭✭✭✭
    Draxuul wrote: »
    I find it funny when someone says that werewolves are broken and need to be fixed .

    Does transforming into a werewolf cause your game to crash ? If not then it's not broken.

    Your werewolf form may not be as powerful as you'd like it to be but that doesn't make it broken.

    Personnaly i cannot help to think that if werewolves and vamps were too powerful compared to a non monster player, Cyrodiil would simply turn into a Vamp VS Wolf war. No one would be interested in playing regular characters anymore . In fact it is my belief that too much of the total population of players are already either one or the other .

    I know it's to be expected in an MMO but still . Zenimax can't really afford to make Wolves and Vamps too powerful because they need to be somewhat ballanced with non monster players.

    That being said, i know i heard Zenimax mention that they would tweak Werewolves to makes them more fun to play and more useful . I simply do not think that right now it's anywhere near their number 1 priority considering that there are a lot of more serious issues in the game at the moment .

    Being a werewolf is not a necessity in order to experience the game content. And if you use it as is, it's not causing any issues with game performance or crashes or bugs. So yeah they will eventually do something about it but for now there are some much more serious issues that need fixing .

    Draxuul

    you don't really know what the problems with werewolf are, do you? It's not just them being underwhelming, the ultimate itself is bugged. As well as bugs with transformation, which makes the skill line unusable. Just because it doesn't crash the game doesn't mean the skill line is functional or not broken. That's just an arbitrary measurement you've made up.
    Dear Sister, I do not spread rumors, I create them.
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