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My Inputs on Werewolf and Vampire

nightwalkerrobin_ESO
I just recently completed the Werewolf quest. And I will have to agree with the OP of another post (I posted my own so as not to hijack the other post) in that there needs to be some response to the problems that WW players are having. I know there is one fix that is posted in the Patch Notes for 1.2.0 on the PTS:

"Werewolf
General: Fixed an issue so transforming out of werewolf form when you are crowd-controlled will no longer break your light and heavy attacks."

But that is all we have heard. And there are many, many issues that need to be addressed.

Ultimate points resetting to zero for no reason (seems to happen when zoning) is one BIG one. This is game breaking as it severely slows a WW players ability to level.

Ultimate points gained while transformed kept after transforming back to human form.

Transformation time is too low. Make is toggleable. If you transform into WW form, then back to human form, have a 45 sec cool-down before transformation can be done again, or keep the initial transformation tied to Ultimate points. Personally I think the Ultimate can be used for something better. It has been suggested to have a quest for WW players to make transformation toggleable, but they need to do something.

Now I too don’t want to see a bunch of WW running around the cities, so I have a idea for that. And this can add some cool playability/RP ability. When a player completes the WW quest they get the “Lycanthropy” buff (this already happens). But this buff also makes them “noticeable” to the NPC Fighter’s Guild. So said player enters a city to do their post grind banking, and notice that after a few minutes there seems to be a couple (that is 2) Fighter’s Guild NPCs that are following them (at a distance outside buildings, inside large buildings the Fighter’s Guild NPCs would enter and “wander” in the building. Small buildings the Fighter’s Guild NPCs would be waiting somewhere outside, just standing around). These Fighter’s Guild NPCs would be attackable, but yellow. If the player accidentally hits them (or attacks them purposely), they become aggressive, and the player uncontrollably transforms. Once the transformation happens, ALL GUARDS will attack on sight (double aggro radius), there is a price for transforming in a city. If the player dies, well the rez at the nearest wayshrine (or use soul gem) back in human form as normal.

Now, to make this fair there is a change I would like to see for the Vampires (yes, I was a vamp for a couple weeks). Changes to Vampiric Stage needs to be changed to 1 to 2 hours, you will see why in a second. Vamp stage 1, no one notices or cares. Vamp stage 2, NPCs begin to be nervous around you. Ask you if you are feeling well. Vamp stage 3, NPC Fighter’s Guild takes notice, and you have the followers like the WW player has. If you attack the NPCs, you switch to Vamp Stage 4 and the fun begins. Vamp stage 4, you are attacked on sight by guards and Fighter’s Guild NPCs. This still allows a Vamp player to go to town to do what they need to do and not be bothered, just be in stage 1 or 2. Now for those who like to be in Stage 4 for PVP, they could make attacking another player automatically puts the Vamp player in Stage 4, or maybe the PVPers can come up with a cool way for this.
These Vampire changes I feel need to be done because unless you are a Sith playing SWTOR, walking around with pasty white face, glowing red bloodshot eyes should draw some kind of attention.

This is a fight ONLY BETWEEN THE VAMPIRE/WW PLAYER AND THE GUARDS AND FIGHTER’S GUILD NPC’S. Other players grouped with the WW player are NOT involved, regardless if they are also WW players or Vamp players. Other NPCs (quest givers, bankers, vendors, etc…) will ignore the fight and will still be usable by other players. It would make more sense for them to run in fear, but we need to do this to not affect other players. Player members of the Fighter’s Guild WILL NOT be able to join in the fight, we don’t need the banks and other buildings to be turned into PVP zones.

Back to Werewolf:

There has been many postings that suggested some more active attacks, I agree with most of these. There needs to a BITE attack (we are werewolves, you know) and a swipe attack for AOE.

The animations for the attacks need to be refined. The BITE could be a 2 sec stun, so it could show the WW player leaning over with teeth biting into the shoulder for 2 seconds. The Heavy attack and swipe can look similar, but please change it from the big clap that is currently the Heavy WW attack.

Locomotion (walking/running): Let us walk on two legs, but run on all four. It will just look so much cooler.

To the Community Representatives and/or Developers who read these boards, please at least give us some indication that you are looking into these many, many suggestions from the players.

Thank you.
  • nightwalkerrobin_ESO
    Wow, I am stunned that there has been no comments. Not mad at it, I would rather no one said anything if they did not like the ideas. But I find it interesting that no one has any opinions on my ideas.
  • reagen_lionel
    reagen_lionel
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    My only opinion about vampire in general is they have the whole concept backwards. The longer the vampire goes without blood the more powerful thier vampire powers become is just greatly backwards.

    Even by thier own game's standard. The vampire quest in Windheilm with Velric or whatever. Clearly outlines why his father and his minions is more powerful than they are but they can venture out in the sunlight without it doing major damage to them.

    Because they actively feed on blood in addition to him being an ancient vampire.

    But the vampire mechanics outlined in the game do not outline this at all. Its completely backwards than how the vampires ingame themselves proclaim.
  • Clutch
    Clutch
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    They aren't going to make it a toggle. It's an ultimate. I do think they could extend the duration (as well as the amount given by Devour) and lower the cost however, seeing as beyond your roar and leap you're stuck as melee.
  • ariella321
    Just saw in the latest patch notes that they made it so werewolves are now vulnerable to silver bolts while untransformed. Why on earth would they do that? NPC werewolves don't have that vulnerability. Plus that now gives you 2 significant weaknesses for zero benefit if you don't have the ultimate slotted.

    I think werewolf is fun to play, but it is already ineffective in both VR PVE and in PVP. Why make it even less useful?
  • nightwalkerrobin_ESO
    With all the inputs that have been given with ideas for fixing (or at least making WW better) I would think that the Devs would look into and maybe work towards something. And let us know what ideas they are working with. Hearing something other than strengths and weaknesses "may" be adjusted.
  • Chrlynsch
    Chrlynsch
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    Clutch wrote: »
    They aren't going to make it a toggle. It's an ultimate. I do think they could extend the duration (as well as the amount given by Devour) and lower the cost however, seeing as beyond your roar and leap you're stuck as melee.

    I don't think your familiar with the sorc's overload ultimate. Overload is a toggle ultimate that overcharges your light and heavy attacks. It consumes ultimate with each attack that you do.

    My opinion, remove the ww timer... make things like feral pounce and devour add ultimate. 1.3 is bringing some changes to the game... at the very least turn up the multipliers for WW. Not a single soul will be upset I promise!
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Cyrdemaceb17_ESO
    Cyrdemaceb17_ESO
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    With all the inputs that have been given with ideas for fixing (or at least making WW better) I would think that the Devs would look into and maybe work towards something. And let us know what ideas they are working with. Hearing something other than strengths and weaknesses "may" be adjusted.

    Aye. What strength do we have, I wonder? Packleader ultimate gain? Only useable in a big PvP-Zerg to not get noticed and killed. And when you need to feed, the Zerg won't stop for you, so you may get killed by stragglers shortly after feeding.
    Roar? Limitied numbers and range for the fear and to long cast animation. I got killed several times before Roar even started to..well..cast.

    So far I do see a lot of weaknesses in WW form. Few weaknesses in human form.
  • nightwalkerrobin_ESO
    And I have to say the "fix" to the 1.2.3 patch was to change the patch notes to match their bad programming, or program management, which ever it is.
  • nightwalkerrobin_ESO
    I really hope they do make some of the fixes suggested. Otherwise there is no reason to be a werewolf.
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