twisttop138 wrote: »I guess if you're putting on a timer to farm WBs, it would seem like work. Or feel like you have to get it done as fast as possible. Idk why you'd do that to yourself but not everyone plays the same as I do.
Oof. The glows are not my favorite. They look confusing and kinda make no sense for a werewolf.
“I’m a big scary thing that can pounce out of the shadows and get you - but hold up - let me just glow like goon from the 1990s Batman and Robin.”
This was a surprise I think no one asked for ):
If we can get rid of the glow tattoos - and shrink the gremlin ears - I’d be happier. Those ears… yeesh.
Yeah these glowing effects automatically make using the werewolf a no go for me. These are so ugly.
Ruhlf



C_Inside
Honestly? I don't really get the hate, I was ok with the first model though I do admit more fur was and is welcome. The second pass here? I think its really cool. I'm seeing lots of complaints regarding the "mohawk" but I kind of always assumed that those were meant to be canine hackles and I thought they were cool highlighting the whole aggression peaking aspect of the werewolf. The bigger size is too a welcome change. I feel like maybe the images themselves don't really do the best job at selling the new model and I feel like maybe if we see it in game opinions might change. Not saying things are perfect nor ideal but I think this is far from "the wrong direction."
I kinda always assumed the partial fur thing was an intentional and consistent design choice when it came to Elder Scrolls werewolves. Its a visual sell to the fact that you are not in fact a full wolf but a man who spontaneously grew tons of hair across your body. Whether you like that design aspect or not, it does appear in other TES games and even the current live werewolf model, its just more noticeable with this one because of how much more detailed it is.
Real question shouldn't be why the new werewolf model has less fur but why the werewolf behemoths are fully covered if anything.
twisttop138 wrote: »I'm curious about something. Moving from 50 dailies to 100. I'm gonna be honest here. In almost 10 years of playing ESO, I never knew there was a daily quest limit. Is this per character or account? Is 50 dailies per character something players were in danger of hitting, if it was per toon? Does it just mean all dailies would vanish or not be acceptable? This is fascinating to me. On one hand, if per character, the endurance needed to break 50 dailies on a single toon is wild. If it's per account, with 20 possible toons, you're cooked on crafting writs alone. Why was there a limit to begin with.
It is per character.
I've also never heard of anyone getting in danger of hitting it, and I've been playing for years and can grind a lot (CP 3600 by now). There might be people having this problem if they saved 25 dailies before Jubilee, handed them in at the start and then did 25 more dailies this day, but let's be honest, the people that are this committed have far more than 1 character they do this on, so when they hit the cap they just move on to the next toon.
Way more QOL would have been to increase the amount of quests your journal can hold. Like, double it. But even an increase of 10 or less would be great.
DO NOT NERF. They finally made pressure competitive with burst in PvP. On the supposedly busted 10k duel dps WW build, Static Reverb is only 6-8% of that which is nowhere near broken.I believe the reason Sorc is currently too strong is because "Static Reverberation" provides an additional source of damage
method__01 wrote: »awfully big for my taste ,also i dont understand why dev spending so much time in a low priority item
when there are game real probs (class UNBALANCE for start)
This has to be baitIt was obvious that they would make ww overpowered in pvp.. Just remove it from any pvp content entirely.