Brittany_Joy wrote: »Spell resist and armor rating won't do anything to improve survival since armor and spell reduction seems to stack. If they wanted to buff a werewolf's survival then the werewolf form should have a passive that decreases all damage taken by an acceptable %.
I want a toggled werewolf transformation, so I can transform at will.
Instead of the werewolf's damage being equal to his/her's max stamina it should be a passive damage increase that adds to your current armor/stat buffs. That way the werewolf transformation is a guaranteed damage booster.
I like your blood rage suggestion 'cause it helps the player to sustain werewolf form while in combat.
I suggested that the Call of the Pack should be redesigned to add additional seconds to the werewolf timer per attack that you do while in the vicinity of another pack member. Werewolves definitely need more passives that help sustain the werewolf timer during combat because being self stunned from losing the werewolf transformation in combat is fatal.
Brittany_Joy wrote: »We need a toggled transformation ASAP because that is the only way to make werewolves happy and viable. We need our werewolf utility and damage to be available to us at all times in order to make up for the weaknesses.
Ralathar44 wrote: »Personal Recommendations to help fix Werewolf:
- Give Werewolves 3 new abilities each with it's own morph. A cone claw swipe similar to what vampire NPC's get that causes bleeding, a single target melee attack that has a better DPS than light/heavy attacks, and a bite attack that restores a small amount of HP and buffs your hp regeneration. We want a full ability bar and the ability to do something with that stamina.
- Make pursuit and savage strength provide part of their bonus to our human forms. (5% max stamina increase and 0.5% max stamina increase per kill up to 5 times sounds fair)
- Blood Rage should also increase your time spent in werewolf form by 0.5 seconds every time you get hit, once every 3 seconds.
- Werewolf Beserker should do 1% additional damage per rank to a max of 5% additional damage when compared to Pack leader (in addition to the bleed and attack speed)
- Either remove the self stun when transforming back to human or give us significant protection when we transform back.
- Give us 1/3rd of the ultimate we build while in Werewolf form when we tranform back. Going from 50% ultimate down to 0% when you transform back is a slap in the face knowing I could have used any other ultimate multiple times within that time without penalty.
- Decrease the ultimate cost to 600 or increase the base duration 15%. There are already powerful ultimates in this game I can pretty much build up again by the time the effect of the last one is gone.
- Give Werewolves a spell resist buff when they transform as well as an armor buff.
I'd think that have the werewolf timer not reduce at all while in combat would be a good thing. Fighting and shedding blood would keep the beast going.
Or at least, like was suggested, get more duration when getting hit if you have specced Blood Rage, only more time than 0.5 seconds every 3 seconds.
In any case, Werewolf Transform needs to be buffed by alot. It is the single weakest ultimate, and the single most costly ultimate currently. Me, and many others, have actually died from using it. Highly doubt that any other ultimate in this game actually results in character death, rather quite the opposite since other ultimates are life savers and game changers.
Ralathar44 wrote: »Brittany_Joy wrote: »We need a toggled transformation ASAP because that is the only way to make werewolves happy and viable. We need our werewolf utility and damage to be available to us at all times in order to make up for the weaknesses.
This one paragraph shows how poorly thought out your concept of balance is. Fact is that my way, your way, and many other ways are all viable ways of making a useful Werewolf that is worth taking.
I'm no fool, my ideas are not the only way it can be done. Nor are they infallible. Perhaps you should show some smidgeon of humility yourself and accept those two things as well. It would make you a little more credible.
Brittany_Joy wrote: »Isn't naming and shaming against the rules? Why are you making this personal and attacking me directly when we are supposed to be debating what will fix the werewolf.
Brittany_Joy wrote: »The werewolf skill line grants zero utility to the player because the werewolf transformation has so many limitations and restrictions.
The developers are perfectly capable of developing a viable skill line, they've shown this with the dragonknight and sorcerer.
So they should revamp the werewolf skill line to something that is more practical and viable.
The Dragonknight's Ironskin, inhale, Dragon blood,Magma armor, reflective scales, and scaled armor are excellent abilities that make a viable melee character. So why can't the developers draw inspiration from the dragonknight's abilities to create a better werewolf skill line.
Werewolves should be designed to be like bruisers;
- tough but not tanky
- can deal a moderate amount of damage and slight burst
- has a lifeline or a lifesaving disengage ability
Being squishy melee and having no abilities that make you elusive is just gonna get you killed most of the time no matter how much damage you do.
All I am really asking for is a viable werewolf skill line
that grants me enough utility to turn the tide of any battle.
Having great utility is very important when it comes to PvP.
The werewolf skill line needs abilities that help to subvert the hard counters. It is also important that the werewolf skill line actually makes the player feel like a werewolf.
Brittany_Joy wrote: »@Ralathar44, Do you really think questioning my cognitive ability is not insulting in anyway? All you are doing is quoting me and personally attacking my ability to reason.
You are not providing a new suggestion to help solve the problem. You are also just answering with questions, which is counterproductive.
At least provide some research on why you think your suggestion would work. Are there any games out there that have the same function so you can provide an example and how well it is received in that particular game? Do your suggestions fix the current problems or are they just bloat abilities that add more to the action bar without providing a viable function. Instead of doing this you choose to question my ability and classify my suggestions as foolish and poorly thought out.
I am not asking for a 100% A+++ exam on why your suggestion would work but at least provide one example and why you think it will fix the werewolf problem. At least I tried to provide an example and get you to see why other suggestions might be worth thinking of. Now to get back on topic.
Avoiding hard counters is actually what most game developers strive to achieve.
Hard Counters prevent skilled combat because a hard counter is defined as something that can not be countered and defeated.
Counters should exist but proper use of skill and timing should subvert counters, basically lessen the effect but not negate it.
With hard counters there is no way for any skilled gameplay to achieve the upper hand or lessen the effect which is why it is called a hard counter or OP.
I think the point some are missing here is... Werewolf Transform is an ULTIMATE, not a class.
It is the single most costly ultimate, and the single worst ultimate. An ultimate which can be activated once when almost every other ulti can be activated 3-4 times, including some "I win buttons", that severely weakens you is BAD.
Add to that it's an ultimate which requires 16 SPs to reach its potential... It should be a facewreck when you activate it, for your opponents and not yourself as it currently is.
Roar sucks to be honest... Lengthy cast time and short range, plain bad IMO. And it costs ALOT to use, just like Pounce.
Pounce is also pretty damn bad, low dmg and high cost and only have an effect on already "shaken" foes.
Add into this the difficulty in actually raising these skills to morph level. The only chance of ever raising them is to slot em on your non-transformed bars and run around with skills that you cant use just to get xp on em.
Personally, I think they should recieve xp at the exact same rate as the Werewolf Transform skill once you unlock em, even if they are not slotted.
"Play as you want" - as long as it is a character with light armor and staffs...
Ralathar44 wrote: »
Ralathar44 wrote: »
Maybe... but with 17 days left on my sub I uninstalled ESO. Maybe come back in 6 months to a year and hope the game is in a better state.
Brittany_Joy wrote: »@Ralathar44, Why do you think it is illogical to use references and gameplay mechanics that prove to be successful in past games?
Hard counters....
This game does not have hard counters.Accepting hard counters negate the possibility of balanced gameplay though.
A reminder I think I am referring to the overbearing weaknesses that the werewolf skill line has which make it impossible to actually play at an acceptable level because the design prevents it.
Your suggestions won't fix it because...well the best I can describe it is the saying "You're just polishing a turd". The werewolf skill line needs a revamp.
Also those articles you linked are purdy interesting. I disagree with the perspective on hybrids though. Hybrids are not meant to excel in all areas such as DPS, Heals, and tankiness. Hybrids, in my mind, are just a class that relies on proper use of their utility to win the battle. Hybrids usually lack in bursting power but make up for it in sustain. No sensible hybrid should be able to burst heal or burst Deeps! The article is right that hybrids are hard to balance but not because of the design instead it is because of the developer's inability to understand what a hybrid should be like.
Developers are humans too and make mistakes. Banning Hybrids completely just because they are hard to balance doesn't make any sense though. Developers should always be trying to better their game designing skeels. Putting up walls and Keep out signs is gonna stifle growth.
I think the point some are missing here is... Werewolf Transform is an ULTIMATE, not a class.
It is the single most costly ultimate, and the single worst ultimate. An ultimate which can be activated once when almost every other ulti can be activated 3-4 times, including some "I win buttons", that severely weakens you is BAD.
Add to that it's an ultimate which requires 16 SPs to reach its potential... It should be a facewreck when you activate it, for your opponents and not yourself as it currently is.
Brittany_Joy wrote: »@Ralathar44, Again, you completely ignore my questions. Seriously stop quoting parts that do not ask for answers. Answering rhetorical parts does not make you seem SMRT! Nor does it clarify your intentions.
Hard counters do exist in the game. A werewolf's weakness to poison and members of the fighter's guild may be viewed as a hard counter
A skilled fighter will always have the upper hand against a skilled werewolf because no amount of skill can overcome the game's design. The overbearing weaknesses that every werewolf has to suffer is part of the game's design. This part diminishes skilled play and punishes the player for being a werewolf. By the game's own design it is impossible for any werewolf to be powerful because they have an abundance of weaknesses to make sure they are killed.
Hard counters should never be in a MMO because it segregates the community because the game's design brands certain players as useless. Of course, counters should exist but there should always be a possible reaction to lessen the devastating effects of counters. I am not saying negate it entirely. If a possible reaction exists for every counter then the player is not judged as useless by design, instead is judged by skill.
Lastly, game developers do make mistakes and good developers acknowledge it so they may better themselves. I did not say I was better than a game developer. You are not better than a game developer either!
Brittany_Joy wrote: »@Ralathar44, ok I is not gonna debate anymore 'cause I see no point in it. We both want the werewolf skill line to have strengths to counter the weaknesses. I just want a werewolf skill line that is viable and actually makes me feel like a werewolf and not a gimpy person.