I double agree to that !Seventeen skill points later, I have a 400 cost ultimate that makes me do less damage and have less survivability than in human form without using an ultimate! If I use an ultimate my DPS compared to werewolf is at least DOUBLE and the ultimate cost is HALF! This is beyond imbalanced; it's downright broken.
draeganb16_ESO wrote: »I think this topic is just a brainstorming for free to help ZOS. They'll never comment on it, just read and take what it's useful.
I think a LOT more needs to be done than this. The damage output needs to be increased drastically, for one. I do like the idea of the ult-drain transformation instead of the horribly broken timer/devour system that currently exists, but it is far from the sort of fix that is required to make werewolf viable and useful.I double agree to that !
There is two ideas in this topic to balance a bit this :
-Toggable transformation
-Ulti-drain transformation
I don't agree with the toggle one, it does not fit the werewolf curse nature BUT we both agree that the actual ultimate system does not work (in addition to a broken devour...)
ZOS_GinaBruno wrote: »
Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):
- Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
- Piercing Howl: An ability that damages and knocks an enemy down.
- Infectious Claws: A swipe attack that deals disease damage to multiple foes.
i think they have the point after ten pages of ideas for PVP PVE lol but no one's but me and myself saying any thing about werewolf's lacking rp and so werewolf rp wont get improved if no one's paying attention to lack of emotes and lack of individuality between werewolf's and the almost nonexistent werewolf content and worse of all is the werewolf run animation and yes i know that i'm asking for an arm and leg but this is the most lacking skill/quest line in game and so the rp part is all most not there
"So i would be ok with it, when WW are restricted to cloths only."
^ this made me lol... WTH WW in pijama? WW dont wear armor, then they wont wear pijamas eighter.
ZOS_GinaBruno wrote: »[ ...] We want to make a few changes to damage scaling [ ...] ... allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power[ ...] .... We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.
[ ...]
set44ub17_ESO1 wrote: »Sounds pretty good, can we get rid of the poison and disease weakness, is this part of the lore? I thought werewolves were immune to all disease?
...
Thejollygreenone wrote: »set44ub17_ESO1 wrote: »Sounds pretty good, can we get rid of the poison and disease weakness, is this part of the lore? I thought werewolves were immune to all disease?
...
There is no disease weakness, only poison. And there is a poison weakness because both vampirism and lycanthropy are supposed to have an elemental weakness as a drawback. Vampirism has fire weakness, lycanthropy has poison.
As of now, the poison weakness only furthers in making the skill tree weaker than it is, however when it's buffed and changed to where it's supposed to be, the weakness will make more sense.
No clue if it's part of the lore. As far as I know, just part of attempted combat balance.
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
nikolaj.lemcheb16_ESO wrote: »We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
What happened to all the new skills you announced a month ago, the self heal, the area attack with disease and so on?
I'm skeptical that even with the three new skills and the changes listed here werewolf will become a viable skill tree. I'll have to try it out on the PTS but it really seems like far too little, far too late.Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon