Darkonflare15 wrote: »Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.
^ This
I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.
demonlkojipub19_ESO wrote: »Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.
That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.
I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.
Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.
I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.
Darkonflare15 wrote: »Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.
^ This
I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.
So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)
What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game?
The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.
Darkonflare15 wrote: »demonlkojipub19_ESO wrote: »Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.
That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.
I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.
Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.
I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.
Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.Darkonflare15 wrote: »Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.
^ This
I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.
So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)
What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game?
The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.
@dwemer_paleologist Umm... I guess you have not tried it yet have you. The Dwarven metal scraps are not the class materials for the motif they are like the parts you need to get the class materials for the motif. You have find the scrap metals than refined them to able to make dwemer items.
You also have to find purple motifs that gives a chapter of 1 item in order for you to make only 1 piece of armor or weapon.Like finding the motif for dwarven armor chapter shield. There is even small chance to get the full book which is gold. Your not going to get the Dwemer armor on your doorstep when it going to take you forever to get the complete book in order .
I had no problem having to find the chapter motifs but I did not know it was also going to be a grind fest just to get the style materials which is in two parts instead one part like the other styles. I never said I want it to be easy I just think the drop rate should be a little better.
The veteran City of Ash template comes with werewolf. Give that a try if you'd like to test it out.Darkonflare15 wrote: »I wanted to try out being a werewolf but could not because I could not find a person that could turn me or there is no infectious werewolves out. I wish you could make it easier to test vampires and werewolves on the PTS server.
Darkonflare15 wrote: »demonlkojipub19_ESO wrote: »Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.
That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.
I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.
Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.
I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.
Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.Darkonflare15 wrote: »Metal scrap rate drop rate is horrible received 6 out of 200. Most of the problem is that about half the constructs drop nothing at all much less scraps. Frankly its dumb because they all scrap metal when I'm done with them. don't know how common the dwarven trait supposed to be but found none.
^ This
I went into a dwarven ruin and it took me 30 min to find 6 dwarven metal scraps it also took me 20 more minutes just to find 1 more metal scraps. You need 10 scraps to refined the item. This bothersome plus I did not find any motifs but that was expected.
So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)
What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game?
The other style materials are already way too common and thus have no value in the economy. I'd hate to see the Dwemer materials suffer the same fate only because a couple of people complained about it on the forums.
@dwemer_paleologist Umm... I guess you have not tried it yet have you. The Dwarven metal scraps are not the class materials for the motif they are like the parts you need to get the class materials for the motif. You have find the scrap metals than refined them to able to make dwemer items.
You also have to find purple motifs that gives a chapter of 1 item in order for you to make only 1 piece of armor or weapon.Like finding the motif for dwarven armor chapter shield. There is even small chance to get the full book which is gold. Your not going to get the Dwemer armor on your doorstep when it going to take you forever to get the complete book in order .
I had no problem having to find the chapter motifs but I did not know it was also going to be a grind fest just to get the style materials which is in two parts instead one part like the other styles. I never said I want it to be easy I just think the drop rate should be a little better.
Yes, it takes 10 scrap metals to make one style material. Getting around 8-10 scrap metals/hour, it'd take you 7-8 hours to get a full set of dwemer armour. Hardly a grind fest. Them being in 2 parts actually makes things refreshing (or would you rather have them be 10x more rare?)
However, if you still feel like it's a "grind fest", you are welcome to buy them off from other players (since they are BoE).
I'd rather have them require some effort to get (thus perhaps maintaining a market price), than having to delete them because they take bank space and no one buys them (like all other style materials currently in the game).
As for the chapters & motif book, I believe those are also (can't confirm) BoE, so no "grind fest" required if you just buy them. Alternatively, you can get a friend to craft you dwemer armour.
Maotti_Nor wrote: »Maotti_Nor wrote: »@ZOS_GinaBruno, i made a new VR14 character on the PTS and how can i test the God of Schemes quest when i don't even have the wayshrine to Coldharbour so i can do the required quests there?
Isn't there a template that starts you in Coldharbour outside the Hollow City?
That's a lvl 45 one, not interested in that.
Darkonflare15 wrote: »demonlkojipub19_ESO wrote: »Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.
That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.
I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.
Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.
I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.
Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.
nightwalkerrobin_ESO wrote: »Werewolf Testing
Sprint run animation: Does not work, at least on my Pack Leader morph. Always still run upright. Changed transformation morph to Berserker, no change. Never run on all fours, always standing.
[snip]...
demonlkojipub19_ESO wrote: »Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.
That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.
I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.
Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.
I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.
Werewolf Changes
I already talked about the werewolf and what I think about it. I put it in a different forum here >>>
forums.elderscrollsonline.com/discussion/135688/pts-patch-notes-v1-5/p9
Ill try summarize it though...
Piercing howl
I don't like piercing howl. The job of this skill is done better by either two light attacks (which are faster and do more damage then the use of this skill.), roar and a heavy attack, or roar and pounce. I think werewolves need a different skill than piercing howl. An attack that can be used on large or exceptionally strong enemies that can not be stunned. I know we have infectious claws but other we need something else. Some ideas: piercing howl could shred the armor of the target, it could bring back the berserker's attack speed buff, or it could be changed all together to a bite. The bite could act as executioner in the handed skill tree or do high single target damage. When I say high damage im talking 450-700 with the chance to crit on top of that. We were promised btw that piercing howl would be a high single target stun. I used it on the pts and my light attacks do 204 dam, that's with out the first tick of disease that should be applied on hit, and my piercing howl said it does 294 on the tool tip. That isn't high damage at all. Plus with the clunky animations don't help piercing howl at all either. click to use and you seriously could have done more damage from continuing to light attack every one. I also do not like the other morph which relies on your allies to hit the button to synergize. Which the synergy is really not much either. It hideous really.
Werewolf timer
You give us healing abilities for sustain, you lower the cool down on devour so that its possible to stay in form forever with enough bodies, and increase the ww timer slightly... Why do these things and still keep the timer on our change? its not like we are OP vampires with no timer on their OPness. If we had no timer, we would not be as strong as.. actually any player. So why not just take the timer off. If you don't want us to do that zenimax, I have a suggestion. Make it act like trying to get on your horse after combat.... but in reverse. What I mean by this is when in combat we have a paused timer or no timer. When we leave combat the timer ticks down till we eat the corpses we made from the battle we were in, we find other bodies, or enter combat again. This would be useful for long battles that player would like to stay in werewolf form to fight. I have had countless boss battles and fights with large groups of enemies that I have turned back in the middle of. Using devour on a body in the middle of a fight is just not safe at all. So either makes it safe for devouring in combat or use my idea. I think I speak for all werewolves when I say that if it were possible, id love to get my ultimate and use it and not worry about timers at all. No time limit in ww form would open doors for Werewolf combat for werewolf pve/ pvp guilds, and werewolf RolePlayers. Just think about it. They coud hold a meeting with their pack. Every one in form. It would be beautiful... Update 20.. you'll implement the ability to change the color of your own wolfs fur. So their isn't just brown and white.
Werewolf Ultimate and passive buffs in human form
Ill try to put these two together. You said you would lower the cost again zenimax. Make it a 100-200 ult. Preferably closer to100. Like 150. you would need to change the medium armor werewolf set that lowers the ult by 30% or so. What if I was a Werewolf that wears Heavy armor. Don't you pigeon hole me to were Medium armor as a ww to get my ult down. Hmph.
Passive Buffs in human form.
I nod to you giving us 15% bonus stamina regen. Though I think we need one more bonus. I think we need bonus health regen as well. We are supernatural beings. I believe The vampire not only gets bonus regen to his magicka and stamina but also gets health regen. Why does a vampire get health regen when really a vampire is already a dead thing. I don't even care if you give us 1% extra health regen. I would be happy to know that you are helping to get us higher on the food chain when it comes to being a SUPERNATERAL CREATURE.
Destruction Staff
--Impulse change feedback--
This one is first because you missed this patch note change in-game.
"Impulse: Reduced the radius of this ability to 6 meters from 8 meters."
However, Impulse in-game:
Notice it still says 8 meters on it. This was the only actual skill change in the destruction staff line that wasn't meant as a bug fix, but it didn't seem to get done.
Nightreaver wrote: »New Dwemer Motif.
The people who are complaining about the low drop rate of scraps now are going to be wishing they got close to that when this goes live and those few dungeons are filled with people competing for those drops. It's going to be a grief fest.
I don't know of any Dwemer dungeons in AD. Are there any? If not then that will be an issue for the AD alliance.
Suggestion:
Make a repeatable or at least a daily quest intended as a TWO person instanced Dwemer dungeon that scales to level. The Elites will of course solo it giving them something new to brag about while the LTEs (Less Than Elite) such as Classes, Builds and people unable to solo a dungeon will still be able to complete. Having these drops available in an instanced zone should reduce much of the griefing. Have a boss at end of dungeon drop a chest with an increased chance of including a frame or motif chapter.
LonePirate wrote: »Nightreaver wrote: »New Dwemer Motif.
The people who are complaining about the low drop rate of scraps now are going to be wishing they got close to that when this goes live and those few dungeons are filled with people competing for those drops. It's going to be a grief fest.
I don't know of any Dwemer dungeons in AD. Are there any? If not then that will be an issue for the AD alliance.
Suggestion:
Make a repeatable or at least a daily quest intended as a TWO person instanced Dwemer dungeon that scales to level. The Elites will of course solo it giving them something new to brag about while the LTEs (Less Than Elite) such as Classes, Builds and people unable to solo a dungeon will still be able to complete. Having these drops available in an instanced zone should reduce much of the griefing. Have a boss at end of dungeon drop a chest with an increased chance of including a frame or motif chapter.
Yeah, non-VR players for AD are hosed because there are no Dwemer ruins in the AD zones. There is the Vile Laboratory in Coldharbour but that is it.
I don't think the camping of the Dwemer ruins will be too bad. Only the non-VR players for DC and EP could be impacted and they are subject to the same outlevelled content rules as VR players when it comes to their home alliance. DC may have it worst of all given that they need to complete Cadwell's Silver before they can reach the Dwemer ruins in the EP zones.
The instanced delves in Craglorn will probably see a spike in visits, with some people setting foot in them for the first time ever (myself included).
demonlkojipub19_ESO wrote: »Darkonflare15 wrote: »demonlkojipub19_ESO wrote: »Actually... Overall it looks like you guys are trying to make each skill out to be like a stepping stone to the "next better skill". This is why cleave, which is the first 2h skill, seems to never even be ALLOWED to reach the level of impulse, with is the last destruction staff skill. I see that as being the mindset.
That is also why it seems like Uppercut can never be better than snipe, since uppercut is a 3rd skill and snipe is a 5th skill.
I think that the team needs to fight against that mindset when it comes to every skill line in the game. Each new level should simply unlock something different. Or even better, to better get off that trend, just take all the abilities off of level requirements and let us learn them in whatever order we want. Just leave the traits level based.
Thinks like the fighters guild and undaunted would probably have to stay the way they are since you need faction standing to better those skill lines.
I also still believe each weapon line needs 5 more abilities added to them to broaden what you can do with the weapon. For instance there aren't enough single target abilities with 2h weapon and, each weapon should get a full-aoe ability that performs its function slightly different than the other weapons full aoe ability. Maybe 2h can get a full-aoe that can actually be on-par with impulse, since cleave won't reach that level at this rate.
Well they made reverse slice a aoe finisher so technically 2h has 2 aoe moves already.
That may be so, but that is a morph. a skill should perform a specific function at base and evolve from there while still performing its primary function. It starts as a single target and the other morph is single target. Its also not the same type of full aoe that needs to get added as it needs a target. whirlwind and impulse don't require targets.
I also disagree with the flying blade morph that turns it into a cone attack for that reason. They also didn't give that morph any love, its not that good.
What is wrong is your estimate.Try replacing hours with months and I think you will have a closer, more realistic estimate. Getting the scraps is the easy part, the market will be flooded with those. Having a full set of motifs is going to take a lot of time, money or both. There are currently 4 purple motifs available on Live. How long would it take you to find all 4? Try multiplying that by lets say 20 to find all chapters. Unless of course you have 10s of millions of gold laying around to spend on the new motifs. Based on the total number of motifs found so far on PTS which is what? Zero? I would guess those pieces won't be that common.So it would take around 7-8 hours (1-2 days for most people) to get a full set of dwemer armour (if you decide not to buy the metal scraps, since they'll be BoE)
What exactly is wrong with that? Should the Dwemer armour be delivered straight to your doorstep once you've patched the game?
I would disagree and say non-VR players from the AD alliance have it the worst of all since they would be the only players that the motif would not be available to.LonePirate wrote: »Yeah, non-VR players for AD are hosed because there are no Dwemer ruins in the AD zones. There is the Vile Laboratory in Coldharbour but that is it.
I don't think the camping of the Dwemer ruins will be too bad. Only the non-VR players for DC and EP could be impacted and they are subject to the same outlevelled content rules as VR players when it comes to their home alliance. DC may have it worst of all given that they need to complete Cadwell's Silver before they can reach the Dwemer ruins in the EP zones.
Purple Provisioning recipes already drop on Live for non-VR players. If there is to be a level requirement to attain the Dwemer motif it would be real nice to know so people who aren't eligible aren't wasting their time.These are purple crafting recipes you shouldn't be able to get them until veteran levels anyway then you can go were you want.
demonlkojipub19_ESO wrote: »It doesn't sound like you pvp or care about it. There are major imbalances because of how these skills function. Do you know its moronic to expect the cone morph of flying blade to aid you in pvp at all? it does less damage, has reduced range, and costs more stamina than its counterparts. Its an example of a bad morph that has no place in pvp because its a liability.
Theres a reason there exists semi-exploitive builds that have the same setups. Many skills rarely surface only by those who don't know any better or just don't give a damn, which is how you sound now. But, you'll find yourself at the losing end all day long, if you ever enter cyrodil and do something there.
Cleave is at the losing end, brawler is the lesser morph for cyrodil. So is flying blade fan morph and whirlwind. They don't work because of damage vs cost. "execute" attacks have little meaning on players because of low health value is really low and can be taken out by other skills quite easily. Impulse, tho you say its "a waste of magicka" is the most use skill in cyrodil.
Darkonflare15 wrote: »Werewolf Changes
I already talked about the werewolf and what I think about it. I put it in a different forum here >>>
forums.elderscrollsonline.com/discussion/135688/pts-patch-notes-v1-5/p9
Ill try summarize it though...
Piercing howl
I don't like piercing howl. The job of this skill is done better by either two light attacks (which are faster and do more damage then the use of this skill.), roar and a heavy attack, or roar and pounce. I think werewolves need a different skill than piercing howl. An attack that can be used on large or exceptionally strong enemies that can not be stunned. I know we have infectious claws but other we need something else. Some ideas: piercing howl could shred the armor of the target, it could bring back the berserker's attack speed buff, or it could be changed all together to a bite. The bite could act as executioner in the handed skill tree or do high single target damage. When I say high damage im talking 450-700 with the chance to crit on top of that. We were promised btw that piercing howl would be a high single target stun. I used it on the pts and my light attacks do 204 dam, that's with out the first tick of disease that should be applied on hit, and my piercing howl said it does 294 on the tool tip. That isn't high damage at all. Plus with the clunky animations don't help piercing howl at all either. click to use and you seriously could have done more damage from continuing to light attack every one. I also do not like the other morph which relies on your allies to hit the button to synergize. Which the synergy is really not much either. It hideous really.
Werewolf timer
You give us healing abilities for sustain, you lower the cool down on devour so that its possible to stay in form forever with enough bodies, and increase the ww timer slightly... Why do these things and still keep the timer on our change? its not like we are OP vampires with no timer on their OPness. If we had no timer, we would not be as strong as.. actually any player. So why not just take the timer off. If you don't want us to do that zenimax, I have a suggestion. Make it act like trying to get on your horse after combat.... but in reverse. What I mean by this is when in combat we have a paused timer or no timer. When we leave combat the timer ticks down till we eat the corpses we made from the battle we were in, we find other bodies, or enter combat again. This would be useful for long battles that player would like to stay in werewolf form to fight. I have had countless boss battles and fights with large groups of enemies that I have turned back in the middle of. Using devour on a body in the middle of a fight is just not safe at all. So either makes it safe for devouring in combat or use my idea. I think I speak for all werewolves when I say that if it were possible, id love to get my ultimate and use it and not worry about timers at all. No time limit in ww form would open doors for Werewolf combat for werewolf pve/ pvp guilds, and werewolf RolePlayers. Just think about it. They coud hold a meeting with their pack. Every one in form. It would be beautiful... Update 20.. you'll implement the ability to change the color of your own wolfs fur. So their isn't just brown and white.
Werewolf Ultimate and passive buffs in human form
Ill try to put these two together. You said you would lower the cost again zenimax. Make it a 100-200 ult. Preferably closer to100. Like 150. you would need to change the medium armor werewolf set that lowers the ult by 30% or so. What if I was a Werewolf that wears Heavy armor. Don't you pigeon hole me to were Medium armor as a ww to get my ult down. Hmph.
Passive Buffs in human form.
I nod to you giving us 15% bonus stamina regen. Though I think we need one more bonus. I think we need bonus health regen as well. We are supernatural beings. I believe The vampire not only gets bonus regen to his magicka and stamina but also gets health regen. Why does a vampire get health regen when really a vampire is already a dead thing. I don't even care if you give us 1% extra health regen. I would be happy to know that you are helping to get us higher on the food chain when it comes to being a SUPERNATERAL CREATURE.
Piercing howl
I like piercing howl if you use this skill with the other howl is actually useful and fun. Make you enemies fear you with regular howl then use a piercing howl to knock them down which there is a morph that lets you do more damage when they are feared. Then you can pounce on them this combination for me is fun instead of the boring just attacking. I think being a werewolf should be fun and not bland.
Werewolf timer
So far werewolf feels strong and carry more abilities now and these abilities appear on a completely new bar. There is not other skill line like this. This right is advantage because you get to enjoy all of these skills with having to sacrifice much. Only 1 ultimate and some skill points but there are plenty in the game anyway. You cannot do this with vampire who only have two skills and a ultimate and these skills are not that powerful. Plus these skills take over your skill bar when I played all I use was the drain and the ultimate but I would of rather have better skills on them. The werewolf timer to me is just right you use it to take plenty enemies you feed you move on. I would not want fight a boss as a werewolf anyway that is called strategy because do not to go into berserker mode if you cannot survive the battle.
Werewolf Ultimate and passive buffs in human form
I believe that 400 ultimate is enough. There is plenty of ways generate enough ultimate fast to be able to use the werewolf ability. Plus there is armor set that will lower this ultimate even further. So if you want less ultimate go find or buy this armor set. If you do not want the set you really do not want less ultimate. Now I agree werewolf should have another passive buffs for human form. It makes sense to raise health or health regen for werewolfs in human form because they naturally have high vitality and they heals fast. Vampires do not have a buff in health regen. They have a debuff in health regen but later on their debuff lessens but it still less than normal people.