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Werewolf as a playable subclass

TDVM
TDVM
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I think I'm not the only one who wants werewolves to become part of the gameplay both pvp and in pve With good damage, maybe not the best, but with good survivability. For example vampire has a passive that reduces damage by 30% the less HP you have, so why not make the same similar passive for werewolves? For example: the less HP you have, the more damage you do, but you take more poison and disease damage.

At the moment werewolf is completely unplayable, you won't meet it in pve or pvp. If you meet the werewolf, you're obviously having a good day.

Either way, the werewolf deserves to be recycled like vampires once were.
  • notyuu
    notyuu
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    We actually had werewolf ve in a good spot back when greymoore launched, solid damage, but not the best, solid durability, but not the best.

    Naturally people complained in PvP about we being "too hard to deal with" so zos aced their resists, then came the light attack damage caps which crunched their damage, add in other small tweaks over the years reducing their most used sets potency but by bit and you end up with where we is today, course zos are currently tinkering with it on PTS...again, so here's hoping the results ain't terrible
  • Erickson9610
    Erickson9610
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    notyuu wrote: »
    We actually had werewolf ve in a good spot back when greymoore launched, solid damage, but not the best, solid durability, but not the best.

    Naturally people complained in PvP about we being "too hard to deal with" so zos aced their resists, then came the light attack damage caps which crunched their damage, add in other small tweaks over the years reducing their most used sets potency but by bit and you end up with where we is today, course zos are currently tinkering with it on PTS...again, so here's hoping the results ain't terrible

    I hope ZOS makes some changes to Werewolf in Week 5 of the PTS.

    So far, the overall changes are a nerf to Werewolf Damage Dealers, and not even the Werewolf Tanks are happy about it. PvP Werewolf is also being nerfed.

    The changes to Roar and Piercing Howl are the main culprits — there's now a lower uptime of the bonus damage from Howl of Agony (of which the maximum bonus damage is now 20% down from 25%), Deafening Roar (the morph which enables taunting) no longer has Major Savagery and Prophecy, and the Terrified effect — which is needed for getting bonus damage for Piercing Howl — can only be applied to enemies with Ferocious Roar, but the effect itself can be purged by enemies in PvP.

    So far, the only Werewolf change that has happened since Week 1 is a bug fix for Deafening Roar failing to let the user taunt after being resurrected. Nothing has happened since to address the many concerns Werewolf players have presented regarding the balance changes.
    Edited by Erickson9610 on 12 May 2024 05:27
    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).
  • BXR_Lonestar
    BXR_Lonestar
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    notyuu wrote: »
    We actually had werewolf ve in a good spot back when greymoore launched, solid damage, but not the best, solid durability, but not the best.

    Naturally people complained in PvP about we being "too hard to deal with" so zos aced their resists, then came the light attack damage caps which crunched their damage, add in other small tweaks over the years reducing their most used sets potency but by bit and you end up with where we is today, course zos are currently tinkering with it on PTS...again, so here's hoping the results ain't terrible

    To be fair, there were some really disgusting werewolf builds that were tanky AND could do damage, which becomes a problem when you can lean all the way into survivability and still be able to kill things. But I think that was more due to the sets werewolves were using back then than anything to do with the werewolf itself.
  • Nerouyn
    Nerouyn
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    TDVM wrote: »
    For example vampire has a passive that reduces damage by 30% the less HP you have...

    Paired with their hp regen being nerfed into the dirt.
  • KaironBlackbard
    KaironBlackbard
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    Nerouyn wrote: »
    TDVM wrote: »
    For example vampire has a passive that reduces damage by 30% the less HP you have...

    Paired with their hp regen being nerfed into the dirt.

    Exactly. T3 is minimum for this passive to take effect. 60% reduction to recovery.
    T4 is 100% reduction to recovery. They can't heal.
    I forget the increase to fire damage taken, but one of them is 24%. If that's T3, then T4 essentially gets incinerated anytime someone hits them with a Fire spell.
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