Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Thank you for *some* of the werewolf changes. A few concerns

Panderbander
Panderbander
✭✭✭✭✭
First off I want to state a resounding thank you for finally giving werewolves some attention. It's been long overdue.

Now, I do have some concerns regarding numbers for Howl of Agony and the way the mechanics will function surrounding the changes to Deafening Roar.

First, the bonus damage from Howl of Agony seems too low. On paper having an on-demand boost to the damage is fine however since off balance has at best a 33% up time it's almost definitely going to lead to a not-insignificant loss of damage in both PvE and PvP in comparison to Live. This isn't to say the new mechanic can't work or isn't an upgrade to the current one, but the bonus damage from off balance feels more like it should be in the 20-25% range with this change to make up for a precipitous loss of uptime for the damage boost.

As for Terrified, a 100% up time 10% damage boost to our Howls is great BUT it comes with, I think, a potentially severe caveat: in order to make use of this buff a werewolf will have to put targets on CC immunity. This can mean in PvE a tank being unable to chain in an add or in PvP a werewolf not being able to time a fear in order to bring down a target at a vulnerable moment.

Finally, regarding werewolf tanks being able to taunt: wonderful, BUT this does require the use of both a global cooldown (that places targets on CC immunity) and a very long build up for a taunt to go off on a heavy attack, meaning from starting a taunt to taunting is likely going to be in excess of 2 seconds if the buff isn't currently active on the werewolf.

There may be some things I missed and admittedly haven't made it onto the PTS to test yet, but these are the things that jumped out at me immediately that would preferably be dealt with during the PTS.

EDIT: It has been brought to my attention that I misread the heavy attack taunting. It does not need to be activated as it is simply a slotted ability.

This does, however mean you can potentially slot it on a human bar to get the effect as well.

EDIT 2: Now that I've had some more time to digest these changes I think I've changed my mind on a lot of it. While the idea of wanting werewolves to group up is great, the benefit to grouping shouldn't be to avoid the punishment of being solo. The way these changes are currently implemented, the only route to returning to the same power level as it is solo on live currently is to group up to get back buffs and debuffs that are being stripped away.

This isn't a good route. In a social game such as this the benefit should be that grouping makes you stronger, not that being by yourself directly harms you. A werewolf shared heal or damage bonus for being grouped with and nearby other transformed werewolves are a much better carrot than the stick that is "want the same damage bonus you could get before this patch? Get another werewolf with complementary skills. Hope you don't accidentally double up!"
Edited by Panderbander on 17 April 2024 17:58
Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    No, no thank you to any of the changes. Add to that, I am making a post because I'm FINISHED with this nonsense.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    I have not logged onto PTS yet, but if I understood this correctly, it seem like only Ferocious Roar morph & Base skill will apply "Terrified" debuff. Looking at Piercing Howl & morph description, it says that instead of 10% bonus damage to enemies that are facing you, you instead deal 10% bonus damage to enemies that are Terrified. Deafening Roar wont proc it.

    So it means that if you have not picked Ferocious Roar morph, your other skill & morphs - Piercing Howl - will be severely limited as you do not have access to "Terrified" debuff at all (Piercing Howl & both morphs seems to be dependant on this debuff).

    Also, just a thought:
    PvE Tanks do taunt a lot. It is a "spamable" (Taunt) since it is single target and in harder content there are a lot of thing you need to Taunt fast.

    Werewolf taunt will be very expensive taunt. The most expensive taunt in the game that you wont be able to sustain using as spamable no matter what. You also wont be able to Heavy Attack fast enough.... Unless you pick other morph (Ferocious Roar) but then.... oops you can not taunt at all lol.

    Deafening Roar will taunt on heavy attack. So this means that Werewolf Berserker will be better as it has Heavy Attacks splash damage. AOE taunt for WW is the only way werewolf will be able to play a PvE tank role, since this is the only way to mitigate huge skill cost.

    Problem is:
    If it won't work (berserker won't proc AOE taunt), then I don't think it will be at least half decent to even be considered in easier content. And if it will - then you have Pack Leader that is kinda meant for support, but wont be used since berserker will make WW Taunting possible.
    Edited by Tommy_The_Gun on 15 April 2024 20:47
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    I have not logged onto PTS yet, but if I understood this correctly, it seem like only Ferocious Roar morph & Base skill will apply "Terrified" debuff. Looking at Piercing Howl & morph description, it says that instead of 10% bonus damage to enemies that are facing you, you instead deal 10% bonus damage to enemies that are Terrified. Deafening Roar wont proc it.

    So it means that if you have not picked Ferocious Roar morph, your other skill & morphs - Piercing Howl - will be severely limited as you do not have access to "Terrified" debuff at all (Piercing Howl & both morphs seems to be dependant on this debuff).

    You appear to be correct. It wasn't stated but I presume Deafening is still able to apply major breach? If so, technically this does promote more werewolf grouping but places a severe handicap on lone wolves...
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    I'm really excited to see the new Werewolf changes this update!! I've been hoping for an update for a while. I'll comment on some of the changes from my perspective:
    • The damage type of the light attacks with Werewolf Transformation and its morphs being changed from Physical to Bleed is very thematic. For RP purposes, this is a really cool change; of course anyone would bleed if a werewolf rent their flesh. For PvE, I can imagine that the loss of a source of Physical Damage would cause some worry regarding the uptime of the Sundered status effect, and the extra proc chance of Hemorrhaging might be redundant considering it has a guaranteed proc with Pounce and its morphs. Overall, I like this change.
    • I am really excited about the introduction of the Terrified debuff. I love the idea of a tracking element that werewolves can place on enemies. It reminds me of the Totem of The Hunt from TES V: Skyrim, which allowed you to apply the Detect Life effect on enemies when you roared. This is a fun RP element that I'm glad werewolves, as hunters and trackers, get to have.
    • It's an interesting choice to give Werewolf access to Major Protection passively via Deafening Roar. It makes sense, because it's been more of a tank skill. I'd use it in PvP for the Major Protection.
    • Werewolf finally has an in-kit way to taunt enemies! Simply by slotting Deafening Roar will Werewolf be able to taunt enemies with their heavy attacks. This is a much cleaner solution to the problem than any that I've proposed in the past. I'm really glad that ZOS considered Werewolf tanking when they made this change.
    • Piercing Howl and its morphs no longer dealing the bonus damage to enemies facing them but instead to enemies that are Terrified is a good change. It fixes the need for werewolves to stand in front of enemies and fixes the ability of enemy players to mitigate the extra damage by turning around. I am curious how it will affect the Werewolf PvE rotation going forward, but necessitating Roar in a Werewolf parse is undoubtedly thematically appropriate and good game design, regardless of the fact that damage dealers will be applying crowd control to enemies.
    • Howl of Agony specifically gaining bonuses with Off Balance and Terrified separately is an interesting change. It seems that the use of Ferocious Roar will be needed to get the most effect from this skill. I am happy about the cost reduction, though — this will hopefully make up for the added requirement of needing Roar in the parse.
    • It is now possible to get 100% uptime of the bonuses from Feeding Frenzy, due to the synergy cooldown being 20 seconds and the new duration of Feeding Frenzy being 20 seconds. That's awesome!
    Overall, I'm very happy with these changes. I'm happy that the feedback of Werewolf players was taken into consideration. Thank you, ZOS!
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    aurrrooo <3
  • Fischblut
    Fischblut
    ✭✭✭✭✭
    ✭✭
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    For my part, i'm pleased with these changes off the cuff, the uptimes of effects, terrified effect (will this mark....let us see stealthed players now? :open_mouth: ) , bleeds, and piercing howl modifications seem exciting :D

    I'll make sure to.....avoid Deafening roar now, to not steal a tank's thunder heheeh similar to the Arcanist's taunt they got somewhere in their kit. ^__^;;
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Fischblut wrote: »
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.

    To taunt as Werewolf, you need the Deafening Roar morph to be slotted, and you need to heavy attack. Deafening Roar does not apply the Terrified effect, which increases the damage of Piercing Howl and its morphs, so Deafening Roar will not be used for Werewolf Damage Dealers; it will be used exclusively for tanks.

    It's not possible to AoE taunt, because the patch notes specifically stated that it would not be possible, even if you picked Werewolf Berserker. So, a Werewolf Tank would opt for Pack Leader (for the unique mitigation) and Deafening Roar (for access to a taunt and passive Major Protection). A Werewolf Damage Dealer would pick Werewolf Berserker (for bleed damage on light attack) and Ferocious Roar (to proc the Terrified effect on enemies, to increase the damage of Piercing Howl and its morphs).
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    I have not logged onto PTS yet, but if I understood this correctly, it seem like only Ferocious Roar morph & Base skill will apply "Terrified" debuff. Looking at Piercing Howl & morph description, it says that instead of 10% bonus damage to enemies that are facing you, you instead deal 10% bonus damage to enemies that are Terrified. Deafening Roar wont proc it.

    So it means that if you have not picked Ferocious Roar morph, your other skill & morphs - Piercing Howl - will be severely limited as you do not have access to "Terrified" debuff at all (Piercing Howl & both morphs seems to be dependant on this debuff).

    Also, just a thought:
    PvE Tanks do taunt a lot. It is a "spamable" (Taunt) since it is single target and in harder content there are a lot of thing you need to Taunt fast.

    Werewolf taunt will be very expensive taunt. The most expensive taunt in the game that you wont be able to sustain using as spamable no matter what. You also wont be able to Heavy Attack fast enough.... Unless you pick other morph (Ferocious Roar) but then.... oops you can not taunt at all lol.

    Deafening Roar will taunt on heavy attack. So this means that Werewolf Berserker will be better as it has Heavy Attacks splash damage. AOE taunt for WW is the only way werewolf will be able to play a PvE tank role, since this is the only way to mitigate huge skill cost.

    Problem is:
    If it won't work (berserker won't proc AOE taunt), then I don't think it will be at least half decent to even be considered in easier content. And if it will - then you have Pack Leader that is kinda meant for support, but wont be used since berserker will make WW Taunting possible.

    Please, if possible, look at my thread as it quotes the skills and adds more information.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Fischblut wrote: »
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.

    To taunt as Werewolf, you need the Deafening Roar morph to be slotted, and you need to heavy attack. Deafening Roar does not apply the Terrified effect, which increases the damage of Piercing Howl and its morphs, so Deafening Roar will not be used for Werewolf Damage Dealers; it will be used exclusively for tanks.

    It's not possible to AoE taunt, because the patch notes specifically stated that it would not be possible, even if you picked Werewolf Berserker. So, a Werewolf Tank would opt for Pack Leader (for the unique mitigation) and Deafening Roar (for access to a taunt and passive Major Protection). A Werewolf Damage Dealer would pick Werewolf Berserker (for bleed damage on light attack) and Ferocious Roar (to proc the Terrified effect on enemies, to increase the damage of Piercing Howl and its morphs).

    Please, if possible, look at my thread as it quotes the skills and adds more information. I ask because I want to have as much traction as probable w/ the few that play this spec.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭
    I'm really excited that werewolves are getting a real taunt finally. May have to break him back out, since it's so much fun to play him. And it's great not to be locked into one set anymore.

    I do think we need to see the changes when the PTS opens. I'm reading the notes as "these are in addition to what the skills offer, except if it expressly says something was removed," but I'm seeing a few people panicking that they're just removing everything from the WW lines and replacing it with these... which doesn't make much sense considering one of the skills would then end up consisting of only "This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey." I read that as it giving Terrified in addition to the fear and Off Balance (which would make sense as to how that synergizes with Howl of Agony.

    But yes, I'm ready to run some meme things with my bork bork brothers now.
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    I'm really excited that werewolves are getting a real taunt finally. May have to break him back out, since it's so much fun to play him. And it's great not to be locked into one set anymore.

    I do think we need to see the changes when the PTS opens. I'm reading the notes as "these are in addition to what the skills offer, except if it expressly says something was removed," but I'm seeing a few people panicking that they're just removing everything from the WW lines and replacing it with these... which doesn't make much sense considering one of the skills would then end up consisting of only "This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey." I read that as it giving Terrified in addition to the fear and Off Balance (which would make sense as to how that synergizes with Howl of Agony.

    But yes, I'm ready to run some meme things with my bork bork brothers now.

    mhmm very awoo ^__^
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    In looking at these notes again, i feel that Deafening Roar should apply Terrified status effect like Ferocious so that the howls can still operate off of it when choosing the defensive morph option. In this way, Tank Wolves can let their pack-mates get the little 10% boost to dmg on the howls.

    :)

    [how i actually feel: woof woof woof bork b0rk bork - incoherent werewolf noises]
    Edited by huskandhunger on 16 April 2024 12:18
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    In looking at these notes again, i feel that Deafening Roar should apply Terrified status effect like Ferocious so that the howls can still operate off of it when choosing the defensive morph option. In this way, Tank Wolves can let their pack-mates get the little 10% boost to dmg on the howls.

    :)

    [how i actually feel: woof woof woof bork b0rk bork - incoherent werewolf noises]
    Yep, it should. Otherwise, it seems like if some one will use Deafening, then their Piercing Howl & morphs will work way worse as it is dependent on Terrified de-buff. I also think that it is a missed opportunity to add detection to Ferocious Roar on top of Terrified (kinda like NB's Piercing Mark when only the caster can see invisible target for x seconds, but AOE).
    Also... WWs still lack weapon passives :|
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    it's possible the Terrified status may have some interaction with seeing/sensing invisible targets, but i guess we'll have to wait and see how it manifests. ^_^
  • IncultaWolf
    IncultaWolf
    ✭✭✭✭✭
    it's possible the Terrified status may have some interaction with seeing/sensing invisible targets, but i guess we'll have to wait and see how it manifests. ^_^

    Yeah I'm just waiting for the pts to go online so people can test this, curious what the visuals are like.
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    it's possible the Terrified status may have some interaction with seeing/sensing invisible targets, but i guess we'll have to wait and see how it manifests. ^_^

    Nothing at all. The debuff does literally nothing aside from letting Howls hit 10% harder. Amazing.

    Huge missed opportunity, ZOS. Would have been so thematic for it to have indicated the werewolves had caught their target's scent.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • IncultaWolf
    IncultaWolf
    ✭✭✭✭✭
    Just tested the new terrified debuff on the pts..and there's zero visual effects or indication other than having the debuff tracker enabled. Very underwhelming. I thought we'd get something like the vampire scion being able to see targets through walls and such. The wording about marking your prey in the patch notes is very misleading.
    Edited by IncultaWolf on 17 April 2024 00:02
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Just tested the new terrified debuff on the pts..and there's zero visual effects or indication other than having the debuff tracker enabled. Very underwhelming. I thought we'd get something like the vampire scion being able to see targets through walls and such. The wording about marking your prey in the patch notes is very misleading.

    There is 0 reasoning for as to why both morphs cannot have this.

    I'm going to post more information in my thread tomorrow detailing the negative changes of this nature.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    Thank you for trying this out on the PTS, I also added a note to the main combat pts feedback thread, please post there too if you'd like so we may have more of our perspectives shared together.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Just tested the new terrified debuff on the pts..and there's zero visual effects or indication other than having the debuff tracker enabled. Very underwhelming. I thought we'd get something like the vampire scion being able to see targets through walls and such. The wording about marking your prey in the patch notes is very misleading.

    There is 0 reasoning for as to why both morphs cannot have this.

    I'm going to post more information in my thread tomorrow detailing the negative changes of this nature.

    I get the idea behind the dichotomy. Anything to dissuade damage dealers from wanting the morph of the skill which can inadvertently cause them to taunt enemies. Plus, it encourages werewolves to group together to get optimal numbers. That's the idea, in theory.

    So, if the problem is that damage dealers may pick Deafening Roar in an attempt to get higher DPS via Major Breach, why not make Ferocious Roar more appealing for damage dealers than it already is? Ferocious Roar could cause affected PvE monsters to take extra damage, maybe by moving Empower to this skill. That way, both morphs of Roar can have Major Savagery, and PvE damage dealers won't opt for Deafening Roar.

    So, Werewolf tanks can still have Major Savagery for their self heal, and damage dealers in PvE won't inadvertently steal taunt because the skill they want to use won't have taunt on it.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    I added another edit to my OP regarding the way the new mechanics appear to be incentivising grouping via punishment rather than via reward.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Just tested the new terrified debuff on the pts..and there's zero visual effects or indication other than having the debuff tracker enabled. Very underwhelming. I thought we'd get something like the vampire scion being able to see targets through walls and such. The wording about marking your prey in the patch notes is very misleading.

    There is 0 reasoning for as to why both morphs cannot have this.

    I'm going to post more information in my thread tomorrow detailing the negative changes of this nature.

    I get the idea behind the dichotomy. Anything to dissuade damage dealers from wanting the morph of the skill which can inadvertently cause them to taunt enemies. Plus, it encourages werewolves to group together to get optimal numbers. That's the idea, in theory.

    So, if the problem is that damage dealers may pick Deafening Roar in an attempt to get higher DPS via Major Breach, why not make Ferocious Roar more appealing for damage dealers than it already is? Ferocious Roar could cause affected PvE monsters to take extra damage, maybe by moving Empower to this skill. That way, both morphs of Roar can have Major Savagery, and PvE damage dealers won't opt for Deafening Roar.

    So, Werewolf tanks can still have Major Savagery for their self heal, and damage dealers in PvE won't inadvertently steal taunt because the skill they want to use won't have taunt on it.

    So, why does werewolf need a nerf. Anything besides complete restoration of the skills to only include buffs will be a direct nerf.

    I don't understand why we, as werewolf players, need to keep asking them to jump through hoops on what we should LOSE to make this more appealing for US.

    Nearly no-one plays werewolf, you can buff it and it still wouldn't even, just be 'performing okay', and to add to that, you could honestly give it a sinister buff with '1000' free wep/spell damage+ 'minor resolve' and it would still be struggling.

    They didn't make great tanks w/ tormentor and they won't make great tanks with these new changes. There isn't a reason we should give up anything significant in PvE OR PvP, let alone major fracture+major crit buff+all of the damage on our howl for the ability to tank (which should've existed/not existed to begin with).

    I don't get how we aren't all in agreement for this?? Ever since the 'Wolf Hunter' nerfs, werewolf has been near-unplayable and has just become worse and worse over time w/ 'minor resolve' being added to nearly every kit, defile nerfs, basic attack standardizations, etc-etc.
    Edited by Wuuffyy on 17 April 2024 19:02
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Fischblut wrote: »
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.

    Overtaunting as a potential negative as well here while just attempting to gain stam. I feel another concept people fail to realize is the assortment of bosses in relatively-serious content that will heavily punish having to heavy-attack to maintain taunt.

    Someone said "free" but our taunt actually costs 3-4k stam AND THEN requires an additional HEAVY ATTACK to maintain. 'Poke' costs 1K and can apply MAJOR AND MINOR fracture for 15 seconds all-in-the-same GCD.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Fischblut wrote: »
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.

    Overtaunting as a potential negative as well here while just attempting to gain stam. I feel another concept people fail to realize is the assortment of bosses in relatively-serious content that will heavily punish having to heavy-attack to maintain taunt.

    Someone said "free" but our taunt actually costs 3-4k stam AND THEN requires an additional HEAVY ATTACK to maintain. 'Poke' costs 1K and can apply MAJOR AND MINOR fracture for 15 seconds all-in-the-same GCD.

    You only need to slot Deafening Roar for your heavy attacks to taunt. You don't need to actually cast Deafening Roar in order for your heavy attacks to taunt.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Fischblut wrote: »
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.

    Overtaunting as a potential negative as well here while just attempting to gain stam. I feel another concept people fail to realize is the assortment of bosses in relatively-serious content that will heavily punish having to heavy-attack to maintain taunt.

    Someone said "free" but our taunt actually costs 3-4k stam AND THEN requires an additional HEAVY ATTACK to maintain. 'Poke' costs 1K and can apply MAJOR AND MINOR fracture for 15 seconds all-in-the-same GCD.

    You only need to slot Deafening Roar for your heavy attacks to taunt. You don't need to actually cast Deafening Roar in order for your heavy attacks to taunt.

    I meant that this is in two-steps. As a tank, you are required to issue major fracture. We have to spend what-is essentially a GCD in order to use the heavy attack, and then an additional GCD to cast the skill to apply the fracture itself. Half-of-which will leave us recklessly upon for a famous ESO 'one-shot'.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Wuuffyy wrote: »
    Fischblut wrote: »
    I barely play in werewolf form since a long time now, but there is one detail which would concern me: heavy attack which will apply taunt.

    For example, werewolf DD in dungeon heavy attacks the boss to restore some resources... Now it applies taunt to boss, which would be disrespectful to tank and dangerous to damage dealer :o I can easily see it happening even during world boss fights too. It won't be as dangerous as in dungeon, but still not nice. I wouldn't want to accidentally taunt a dragon in Northern Elsweyr :D

    I still play as tank in dungeons sometimes; if other player would transform into werewolf and start taunting the boss, I would not like it.

    Overtaunting as a potential negative as well here while just attempting to gain stam. I feel another concept people fail to realize is the assortment of bosses in relatively-serious content that will heavily punish having to heavy-attack to maintain taunt.

    Someone said "free" but our taunt actually costs 3-4k stam AND THEN requires an additional HEAVY ATTACK to maintain. 'Poke' costs 1K and can apply MAJOR AND MINOR fracture for 15 seconds all-in-the-same GCD.

    You only need to slot Deafening Roar for your heavy attacks to taunt. You don't need to actually cast Deafening Roar in order for your heavy attacks to taunt.

    I meant that this is in two-steps. As a tank, you are required to issue major fracture. We have to spend what-is essentially a GCD in order to use the heavy attack, and then an additional GCD to cast the skill to apply the fracture itself. Half-of-which will leave us recklessly upon for a famous ESO 'one-shot'.

    In that case, maybe the heavy attacks should apply Major Breach in addition to taunting whenever you have Deafening Roar slotted. Though, Deafening Roar does work as an AoE Major Breach, so tying it to heavy attacks would be a nerf.

    I think this issue would've been easily resolved if Werewolf just had their own Grimoire. A simple biting attack that can be given the Taunt and Major Breach scripts would've made for the Werewolf equivalent of Puncture. Then, if a damage dealer Werewolf also wanted to use a biting skill like that, they could select different scripts so as to not taunt enemies.

    I support the idea of an in-kit taunt ability in the Werewolf skill line, but I'll be very disappointed if Werewolf never gets a Grimoire that can allow them to taunt and apply Major Breach in the same skill — the way everyone else can with Puncture.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
Sign In or Register to comment.