Front bar vamp slash, back bar clown form ult. Not really much of a cost. I'd rather see the weakness to Dawnbreaker and friends be more pronounced, the vulnerability debuff shouldn't still be getting offset by Undeath.Bushido2513 wrote: »Should definitely require a skill on the bar.
xylena_lazarow wrote: »Front bar vamp slash, back bar clown form ult. Not really much of a cost. I'd rather see the weakness to Dawnbreaker and friends be more pronounced, the vulnerability debuff shouldn't still be getting offset by Undeath.Bushido2513 wrote: »Should definitely require a skill on the bar.
propertyOfUndefined wrote: »30% was way too much. 15 is better. I liked 10 at stage 1 best, but hopefully this makes the "we get nothing at stage 3" camp happy.
Undeath should be something like Minor Protection or Major Resolve for 8 seconds after using a vampire skill. Major Protection would be very strong for the nowadays meta. This would remove the requirement to be a vampire, but would benefit people who actually want to be a vampire and use its skills.
They did mention they're not completely settled with it, so hopefully in the future that passive will turn into something that better encompasses the rest of the vampire kit. I honestly really like the vampire skills and wish we had more reasons to use them, Undeath could be a reward for using the vampire skills rather than just a tanky buff for any build.
i11ionward wrote: »Someone who knows whether this mitigation is additive or multiplicative please chime in.
Maybe @Sparkrip can clear the situation? If I'm not mistaken, before the mitigation change in the previous patch, Undeath worked additively.
Sparkrip is the author of this topic - https://forums.elderscrollsonline.com/en/discussion/comment/8102647#Comment_8102647
albertberku wrote: »For the players that wasnt using vamp, this patch is going to be straight 15% dmg buff in cyrodiil, this is so crazy to think about! It was really disgusting getting people down to 1/4 health in seconds and then to finish off need like another 10 minutes of pressure
YandereGirlfriend wrote: »I would still like to see this passive simply abolished.
However, scaling it by Vampire Stage is a good idea - though you would really need to amp the penalties in order to circumvent people defaulting the Stage 4 value.
At the VERY LEAST the Flame Damage penalty should equal the Undeath bonus at the same stage.
Also simply moving Undeath into Armor Rating would still be better than the current system.
That would move Undeath into a capped stat category and actually open up build choices for Vampire players in PvE. It would still be a desirable passive in PvP because player Pen exists but at least it wouldn't stack on top of Armor Rating and the suite of defensive % mods in the way that it does currently.
Likely the best implementation would even be to bring it within the named buff system and make it something like permanent Minor Resolve at Stage 1 and permanent Major Resolve at Stage 2 (or vice versa). That would also be similar in spirit to what Werewolf receives (speaking of which... remember when Werewolf got a ludicrously high unique Armor Rating modifier simply for existing... yes, that was very obviously problematic and was subsequently nerfed into Major Resolve... so it is truly astounding that Undeath has existed in its broken state for like 10x the patch cycles that Werewolves were allowed to be OP).
Ideally, this passive should be removed from Vampire at all, but since it will not be removed, why touch it, 5/10% was the best solution, why increase 7/15?
ZOS, you can leave 5/10% on stage 1, but on the condition that the player has a skill from the Vampire branch on any of the panels.
The first option of 5/10% on stage 1 was a good solution. If you want players to have an incentive to be on the 2nd-4th stage, then just reduce the utilization of skills and increase the damage from vampiric skills the higher the stage. @ZOS_Kevin
xylena_lazarow wrote: »
No, removing this passive looks better than 15%, the less % the better, vampire should not be mandatory in pvp, then you need to give a similar passive to werewolf or balance vampire normally so that players think what to wear instead of wearing 3-4 sets for damage and not thinking about survivability.
Absolutely untrue, not that hard to turtle up and brick wall incoming damage when you've got 25% or more DR on you, with op defensive tools like Hardened Ward, Polar Wind, or Unhealthy Offering, you can get out of the danger zone fast.LittlePinkDot wrote: »If your health gets so low that your need vamp, you've already lost the fight. Might as well have just died and got it over with.
xylena_lazarow wrote: »Absolutely untrue, not that hard to turtle up and brick wall incoming damage when you've got 25% or more DR on you, with op defensive tools like Hardened Ward, Polar Wind, or Unhealthy Offering, you can get out of the danger zone fast.LittlePinkDot wrote: »If your health gets so low that your need vamp, you've already lost the fight. Might as well have just died and got it over with.
This is how Undeath affects your EHP with no other variables considered, EHP=HP/(1-DR). The tl;dr of this is that PvP is now approximately 20% less tanky, a welcome change, players should not be face tanking in 3 damage/sustain sets and full six med/light armor configs. Tank up, run defensive sets, run heavy armor, etc. Balanced builds with one defensive set and one offensive set should once again be solid, with room for counterplay on either side.
Good players will stay good? Yeah that's kinda how it works. The goal isn't to make certain players "become bad" but to balance the gear meta so it doesn't degenerate into "tanks in 3 damage sets vs unkillable bricks" like live.Nerfing Undeath is like nerfing healing to a ball group. In other words, those who are strong and tanky in PvP are still going to find ways to stay that way.
necro_the_crafter wrote: »As for me, biggest issue with Undeath is that its free mitigation. You always would want that. Its just free staff. With no alternatives.
I myself would like to see another solution for this, as one - make being a vampire a distinct playstyle. That could be done by replacing Undeath mitigation with Lifesteal.
Make it that all damage you deal heals you for 50% of damage done, BUT reduce healing from other sourses by 50%. This way being vampire would reward agrresive playstyle but would make it hard for agressive vamp player to go on the defence.
Other solution is to add alternatives, free stuff to everyone. My first thouth is to add aedric blessing, avliable through shrines located different parts of tamriel or in cyrodiil.
Blessing would last for 4 hours, like a vamp stage and give respective bonuses depending on which one you choose. For example:
Blessing of Akatosh: Reduces cost of ultimates by 8%. While CC immune grant minor heroism;
Blessing of Kynareth: Reduces cost of sprint and roll dodge by 8%, grant Minor Expedition while affected by dodge fatigue;
Blessing of Julianos: Restore 500 magicka on critical hits, or critical heals, up to once every 3 seconds;
Blessing of Zenithar: Increase Armor values granted by Armor pieces by 5%, reduce cost of blocking and increase block mitigation by 3%;
Blessing of Stendarr: Increase Damage dealt to Undead and Daedra by up to 15% based on their missing health while affected by Battle Spirit, Increse Damage dealt to Undead and Daedra Monsters by 3%;
Blessing of Mara: Increase healing done by 5%, increase healing received by 5%;
Blessing of Arkay: Increase Max Health by 3%, increse frequency of health recovery to once every 1 second;
Blessing of Dibella: Increase Mag And Stam recovery by up to 200, based on you missing respective resourse.
And the thing is - you cant aquire any of the Blessings, if you are cursed. That for me is the most fair fix to vamp, free stuff to everyone.
necro_the_crafter wrote: »As for me, biggest issue with Undeath is that its free mitigation. You always would want that. Its just free staff. With no alternatives.
I myself would like to see another solution for this, as one - make being a vampire a distinct playstyle. That could be done by replacing Undeath mitigation with Lifesteal.
Make it that all damage you deal heals you for 50% of damage done, BUT reduce healing from other sourses by 50%. This way being vampire would reward agrresive playstyle but would make it hard for agressive vamp player to go on the defence.
Other solution is to add alternatives, free stuff to everyone. My first thouth is to add aedric blessing, avliable through shrines located different parts of tamriel or in cyrodiil.
Blessing would last for 4 hours, like a vamp stage and give respective bonuses depending on which one you choose. For example:
Blessing of Akatosh: Reduces cost of ultimates by 8%. While CC immune grant minor heroism;
Blessing of Kynareth: Reduces cost of sprint and roll dodge by 8%, grant Minor Expedition while affected by dodge fatigue;
Blessing of Julianos: Restore 500 magicka on critical hits, or critical heals, up to once every 3 seconds;
Blessing of Zenithar: Increase Armor values granted by Armor pieces by 5%, reduce cost of blocking and increase block mitigation by 3%;
Blessing of Stendarr: Increase Damage dealt to Undead and Daedra by up to 15% based on their missing health while affected by Battle Spirit, Increse Damage dealt to Undead and Daedra Monsters by 3%;
Blessing of Mara: Increase healing done by 5%, increase healing received by 5%;
Blessing of Arkay: Increase Max Health by 3%, increse frequency of health recovery to once every 1 second;
Blessing of Dibella: Increase Mag And Stam recovery by up to 200, based on you missing respective resourse.
And the thing is - you cant aquire any of the Blessings, if you are cursed. That for me is the most fair fix to vamp, free stuff to everyone.
Always said there should be something for staying mortal or a mortal only skill line. This would fill that role.
Erickson9610 wrote: »
And I always say that the benefit of staying mortal is that you don't have to deal with the penalties of being a Werewolf or a Vampire. Why would people play Werewolf or even Vampire if they lose even more bonuses than they already do?
To spell out the penalties of each:
- Vampire
- Depending on your Stage, you get -10%/-30%/-60%/-100% Health Recovery, +5%/+8%/+13%/+20% Flame Damage taken, and +3%/+5%/+8%/+12% increased non-Vampire ability costs at all times.
- You take increased damage from Fighters Guild abilities at all times.
- You can't interact with non-Assistant NPCs while at Stage 4 without the use of the Mesmerize skill.
- You slowly decrease your Stage over time and must continually Feed if you wish to remain at higher Stages.
- You are given a Vampire-themed Skin which changes depending on your Stage. If you like the look of your non-cursed form, you have to use some other Skin to get a glimpse of it back. Otherwise, your Body and Face Markings don't show up well with the Vampire Skins.
- All of your Vampire abilities (except for Mesmerize) are Criminal Act abilities
- You don't need to use them, but you are incentivized to use them with the reduction to their cost depending on your Stage.
- Werewolf
- You must slot the Ultimate to gain any passive bonuses in human form. The only accessible bonus is +15% Stamina Recovery, which in many cases is hardly worth taking up an Ultimate slot by itself.
- You could also slot Roar or Hircine's Bounty for passive Major Savagery/Prophecy or Major Brutality/Sorcery, but you can't use those abilities in human form, so they'd only waste bar space while there are better alternatives available.
- You must actually transform to gain any bonuses or penalties past the opportunity cost of slotting Werewolf Transformation on your human form bars.
- While transformed, you lose access to all of your human form abilities (including all of your weapon passives and other passives which require human form abilities to be slotted or used). This alone is the largest downside of Werewolf — you can't swap in better abilities if Werewolf is in a bad spot balance-wise, you lack options for ranged or magicka damage dealing, and you have no ally heal ability. You can't restore Magicka (needed for your heal) with heavy attacks or abilities, and all of your abilities are Criminal Act abilities that are balanced to cost 25% more than similar non-Werewolf abilities. You also have no in-form Ultimate ability — attempting to use it just reverts your form.
- While transformed, you take 25% extra Poison Damage and you take increased damage from Fighters Guild abilities.
- While transformed, you can't sneak, bar swap, mount, or interact with things like Excavation dig sites, fishing spots, crafting stations, or non-Assistant NPCs. Some basic character functionality is inaccessible to Werewolves while transformed.
- While transformed, you can't use certain Assistants like the crow merchant or banker, due to them requiring a unique animation for your player that Werewolves don't have. Hopefully you didn't spend Crowns on these Assistants hoping to use them while transformed.
- While transformed, you have to manage a transformation timer, which can be difficult to maintain in some scenarios, particularly in dungeons, Cyrodiil, and the overworld.
- Unlike non-cursed and Vampire characters, Werewolves have fewer ability and cosmetic options while transformed. While transformed, they cannot emote, and they have no animations for recalling and for using most Mementos. With the transformation timer, roleplaying in Werewolf form is a hassle — but at least you can use the Hunter's Glade player house or one of the three Werewolf shrines located in The Rift, Bangkorai, or Reaper's March to temporarily pause the timer while transformed there.
Non-cursed characters don't have to deal with any of the above. Why should we further disadvantage Werewolves and Vampires, just because non-cursed characters want to feel special for not having the advantages that these curses are given for putting up with these penalties?
Erickson9610 wrote: »necro_the_crafter wrote: »As for me, biggest issue with Undeath is that its free mitigation. You always would want that. Its just free staff. With no alternatives.
I myself would like to see another solution for this, as one - make being a vampire a distinct playstyle. That could be done by replacing Undeath mitigation with Lifesteal.
Make it that all damage you deal heals you for 50% of damage done, BUT reduce healing from other sourses by 50%. This way being vampire would reward agrresive playstyle but would make it hard for agressive vamp player to go on the defence.
Other solution is to add alternatives, free stuff to everyone. My first thouth is to add aedric blessing, avliable through shrines located different parts of tamriel or in cyrodiil.
Blessing would last for 4 hours, like a vamp stage and give respective bonuses depending on which one you choose. For example:
Blessing of Akatosh: Reduces cost of ultimates by 8%. While CC immune grant minor heroism;
Blessing of Kynareth: Reduces cost of sprint and roll dodge by 8%, grant Minor Expedition while affected by dodge fatigue;
Blessing of Julianos: Restore 500 magicka on critical hits, or critical heals, up to once every 3 seconds;
Blessing of Zenithar: Increase Armor values granted by Armor pieces by 5%, reduce cost of blocking and increase block mitigation by 3%;
Blessing of Stendarr: Increase Damage dealt to Undead and Daedra by up to 15% based on their missing health while affected by Battle Spirit, Increse Damage dealt to Undead and Daedra Monsters by 3%;
Blessing of Mara: Increase healing done by 5%, increase healing received by 5%;
Blessing of Arkay: Increase Max Health by 3%, increse frequency of health recovery to once every 1 second;
Blessing of Dibella: Increase Mag And Stam recovery by up to 200, based on you missing respective resourse.
And the thing is - you cant aquire any of the Blessings, if you are cursed. That for me is the most fair fix to vamp, free stuff to everyone.
Always said there should be something for staying mortal or a mortal only skill line. This would fill that role.
And I always say that the benefit of staying mortal is that you don't have to deal with the penalties of being a Werewolf or a Vampire. Why would people play Werewolf or even Vampire if they lose even more bonuses than they already do?
To spell out the penalties of each:
- Vampire
- Depending on your Stage, you get -10%/-30%/-60%/-100% Health Recovery, +5%/+8%/+13%/+20% Flame Damage taken, and +3%/+5%/+8%/+12% increased non-Vampire ability costs at all times.
- You take increased damage from Fighters Guild abilities at all times.
- You can't interact with non-Assistant NPCs while at Stage 4 without the use of the Mesmerize skill.
- You slowly decrease your Stage over time and must continually Feed if you wish to remain at higher Stages.
- You are given a Vampire-themed Skin which changes depending on your Stage. If you like the look of your non-cursed form, you have to use some other Skin to get a glimpse of it back. Otherwise, your Body and Face Markings don't show up well with the Vampire Skins.
- All of your Vampire abilities (except for Mesmerize) are Criminal Act abilities
- You don't need to use them, but you are incentivized to use them with the reduction to their cost depending on your Stage.
- Werewolf
- You must slot the Ultimate to gain any passive bonuses in human form. The only accessible bonus is +15% Stamina Recovery, which in many cases is hardly worth taking up an Ultimate slot by itself.
- You could also slot Roar or Hircine's Bounty for passive Major Savagery/Prophecy or Major Brutality/Sorcery, but you can't use those abilities in human form, so they'd only waste bar space while there are better alternatives available.
- You must actually transform to gain any bonuses or penalties past the opportunity cost of slotting Werewolf Transformation on your human form bars.
- While transformed, you lose access to all of your human form abilities (including all of your weapon passives and other passives which require human form abilities to be slotted or used). This alone is the largest downside of Werewolf — you can't swap in better abilities if Werewolf is in a bad spot balance-wise, you lack options for ranged or magicka damage dealing, and you have no ally heal ability. You can't restore Magicka (needed for your heal) with heavy attacks or abilities, and all of your abilities are Criminal Act abilities that are balanced to cost 25% more than similar non-Werewolf abilities. You also have no in-form Ultimate ability — attempting to use it just reverts your form.
- While transformed, you take 25% extra Poison Damage and you take increased damage from Fighters Guild abilities.
- While transformed, you can't sneak, bar swap, mount, or interact with things like Excavation dig sites, fishing spots, crafting stations, or non-Assistant NPCs. Some basic character functionality is inaccessible to Werewolves while transformed.
- While transformed, you can't use certain Assistants like the crow merchant or banker, due to them requiring a unique animation for your player that Werewolves don't have. Hopefully you didn't spend Crowns on these Assistants hoping to use them while transformed.
- While transformed, you have to manage a transformation timer, which can be difficult to maintain in some scenarios, particularly in dungeons, Cyrodiil, and the overworld.
- Unlike non-cursed and Vampire characters, Werewolves have fewer ability and cosmetic options while transformed. While transformed, they cannot emote, and they have no animations for recalling and for using most Mementos. With the transformation timer, roleplaying in Werewolf form is a hassle — but at least you can use the Hunter's Glade player house or one of the three Werewolf shrines located in The Rift, Bangkorai, or Reaper's March to temporarily pause the timer while transformed there.
Non-cursed characters don't have to deal with any of the above. Why should we further disadvantage Werewolves and Vampires, just because non-cursed characters want to feel special for not having the advantages that these curses are given for putting up with these penalties?
Erickson9610 wrote: »necro_the_crafter wrote: »As for me, biggest issue with Undeath is that its free mitigation. You always would want that. Its just free staff. With no alternatives.
I myself would like to see another solution for this, as one - make being a vampire a distinct playstyle. That could be done by replacing Undeath mitigation with Lifesteal.
Make it that all damage you deal heals you for 50% of damage done, BUT reduce healing from other sourses by 50%. This way being vampire would reward agrresive playstyle but would make it hard for agressive vamp player to go on the defence.
Other solution is to add alternatives, free stuff to everyone. My first thouth is to add aedric blessing, avliable through shrines located different parts of tamriel or in cyrodiil.
Blessing would last for 4 hours, like a vamp stage and give respective bonuses depending on which one you choose. For example:
Blessing of Akatosh: Reduces cost of ultimates by 8%. While CC immune grant minor heroism;
Blessing of Kynareth: Reduces cost of sprint and roll dodge by 8%, grant Minor Expedition while affected by dodge fatigue;
Blessing of Julianos: Restore 500 magicka on critical hits, or critical heals, up to once every 3 seconds;
Blessing of Zenithar: Increase Armor values granted by Armor pieces by 5%, reduce cost of blocking and increase block mitigation by 3%;
Blessing of Stendarr: Increase Damage dealt to Undead and Daedra by up to 15% based on their missing health while affected by Battle Spirit, Increse Damage dealt to Undead and Daedra Monsters by 3%;
Blessing of Mara: Increase healing done by 5%, increase healing received by 5%;
Blessing of Arkay: Increase Max Health by 3%, increse frequency of health recovery to once every 1 second;
Blessing of Dibella: Increase Mag And Stam recovery by up to 200, based on you missing respective resourse.
And the thing is - you cant aquire any of the Blessings, if you are cursed. That for me is the most fair fix to vamp, free stuff to everyone.
Always said there should be something for staying mortal or a mortal only skill line. This would fill that role.
And I always say that the benefit of staying mortal is that you don't have to deal with the penalties of being a Werewolf or a Vampire. Why would people play Werewolf or even Vampire if they lose even more bonuses than they already do?
To spell out the penalties of each:
- Vampire
- Depending on your Stage, you get -10%/-30%/-60%/-100% Health Recovery, +5%/+8%/+13%/+20% Flame Damage taken, and +3%/+5%/+8%/+12% increased non-Vampire ability costs at all times.
- You take increased damage from Fighters Guild abilities at all times.
- You can't interact with non-Assistant NPCs while at Stage 4 without the use of the Mesmerize skill.
- You slowly decrease your Stage over time and must continually Feed if you wish to remain at higher Stages.
- You are given a Vampire-themed Skin which changes depending on your Stage. If you like the look of your non-cursed form, you have to use some other Skin to get a glimpse of it back. Otherwise, your Body and Face Markings don't show up well with the Vampire Skins.
- All of your Vampire abilities (except for Mesmerize) are Criminal Act abilities
- You don't need to use them, but you are incentivized to use them with the reduction to their cost depending on your Stage.
- Werewolf
- You must slot the Ultimate to gain any passive bonuses in human form. The only accessible bonus is +15% Stamina Recovery, which in many cases is hardly worth taking up an Ultimate slot by itself.
- You could also slot Roar or Hircine's Bounty for passive Major Savagery/Prophecy or Major Brutality/Sorcery, but you can't use those abilities in human form, so they'd only waste bar space while there are better alternatives available.
- You must actually transform to gain any bonuses or penalties past the opportunity cost of slotting Werewolf Transformation on your human form bars.
- While transformed, you lose access to all of your human form abilities (including all of your weapon passives and other passives which require human form abilities to be slotted or used). This alone is the largest downside of Werewolf — you can't swap in better abilities if Werewolf is in a bad spot balance-wise, you lack options for ranged or magicka damage dealing, and you have no ally heal ability. You can't restore Magicka (needed for your heal) with heavy attacks or abilities, and all of your abilities are Criminal Act abilities that are balanced to cost 25% more than similar non-Werewolf abilities. You also have no in-form Ultimate ability — attempting to use it just reverts your form.
- While transformed, you take 25% extra Poison Damage and you take increased damage from Fighters Guild abilities.
- While transformed, you can't sneak, bar swap, mount, or interact with things like Excavation dig sites, fishing spots, crafting stations, or non-Assistant NPCs. Some basic character functionality is inaccessible to Werewolves while transformed.
- While transformed, you can't use certain Assistants like the crow merchant or banker, due to them requiring a unique animation for your player that Werewolves don't have. Hopefully you didn't spend Crowns on these Assistants hoping to use them while transformed.
- While transformed, you have to manage a transformation timer, which can be difficult to maintain in some scenarios, particularly in dungeons, Cyrodiil, and the overworld.
- Unlike non-cursed and Vampire characters, Werewolves have fewer ability and cosmetic options while transformed. While transformed, they cannot emote, and they have no animations for recalling and for using most Mementos. With the transformation timer, roleplaying in Werewolf form is a hassle — but at least you can use the Hunter's Glade player house or one of the three Werewolf shrines located in The Rift, Bangkorai, or Reaper's March to temporarily pause the timer while transformed there.
Non-cursed characters don't have to deal with any of the above. Why should we further disadvantage Werewolves and Vampires, just because non-cursed characters want to feel special for not having the advantages that these curses are given for putting up with these penalties?
None of the above are a problem. Sustain is a joke in the game these days and Health recovery was nerfed into oblivion and undeath counters all damage increases. Werewolf might have somewhere to complain but that would be well down on the list of problems with Werewolf.
That being said, if you provided benefits for mortals we could do away with the clunky kiss/curse BS that has proved to not work that Vamp and Werewolf have and just balance around the benefits and playstyles.
necro_the_crafter wrote: »Erickson9610 wrote: »
And I always say that the benefit of staying mortal is that you don't have to deal with the penalties of being a Werewolf or a Vampire. Why would people play Werewolf or even Vampire if they lose even more bonuses than they already do?
To spell out the penalties of each:
- Vampire
- Depending on your Stage, you get -10%/-30%/-60%/-100% Health Recovery, +5%/+8%/+13%/+20% Flame Damage taken, and +3%/+5%/+8%/+12% increased non-Vampire ability costs at all times.
- You take increased damage from Fighters Guild abilities at all times.
- You can't interact with non-Assistant NPCs while at Stage 4 without the use of the Mesmerize skill.
- You slowly decrease your Stage over time and must continually Feed if you wish to remain at higher Stages.
- You are given a Vampire-themed Skin which changes depending on your Stage. If you like the look of your non-cursed form, you have to use some other Skin to get a glimpse of it back. Otherwise, your Body and Face Markings don't show up well with the Vampire Skins.
- All of your Vampire abilities (except for Mesmerize) are Criminal Act abilities
- You don't need to use them, but you are incentivized to use them with the reduction to their cost depending on your Stage.
- Werewolf
- You must slot the Ultimate to gain any passive bonuses in human form. The only accessible bonus is +15% Stamina Recovery, which in many cases is hardly worth taking up an Ultimate slot by itself.
- You could also slot Roar or Hircine's Bounty for passive Major Savagery/Prophecy or Major Brutality/Sorcery, but you can't use those abilities in human form, so they'd only waste bar space while there are better alternatives available.
- You must actually transform to gain any bonuses or penalties past the opportunity cost of slotting Werewolf Transformation on your human form bars.
- While transformed, you lose access to all of your human form abilities (including all of your weapon passives and other passives which require human form abilities to be slotted or used). This alone is the largest downside of Werewolf — you can't swap in better abilities if Werewolf is in a bad spot balance-wise, you lack options for ranged or magicka damage dealing, and you have no ally heal ability. You can't restore Magicka (needed for your heal) with heavy attacks or abilities, and all of your abilities are Criminal Act abilities that are balanced to cost 25% more than similar non-Werewolf abilities. You also have no in-form Ultimate ability — attempting to use it just reverts your form.
- While transformed, you take 25% extra Poison Damage and you take increased damage from Fighters Guild abilities.
- While transformed, you can't sneak, bar swap, mount, or interact with things like Excavation dig sites, fishing spots, crafting stations, or non-Assistant NPCs. Some basic character functionality is inaccessible to Werewolves while transformed.
- While transformed, you can't use certain Assistants like the crow merchant or banker, due to them requiring a unique animation for your player that Werewolves don't have. Hopefully you didn't spend Crowns on these Assistants hoping to use them while transformed.
- While transformed, you have to manage a transformation timer, which can be difficult to maintain in some scenarios, particularly in dungeons, Cyrodiil, and the overworld.
- Unlike non-cursed and Vampire characters, Werewolves have fewer ability and cosmetic options while transformed. While transformed, they cannot emote, and they have no animations for recalling and for using most Mementos. With the transformation timer, roleplaying in Werewolf form is a hassle — but at least you can use the Hunter's Glade player house or one of the three Werewolf shrines located in The Rift, Bangkorai, or Reaper's March to temporarily pause the timer while transformed there.
Non-cursed characters don't have to deal with any of the above. Why should we further disadvantage Werewolves and Vampires, just because non-cursed characters want to feel special for not having the advantages that these curses are given for putting up with these penalties?
Yea but vamps take less damage due to undeath, and at the extreme you take 15% less damge, which is means that you still take 3% LESS damage from the fire, and 5% LESS damage from fighters guild. WW is in its own playstyle, and if blessings would be implemented WW deserves a buff, while vamp as it is gives you free mitigation for no substential penalty whatsoever, and desrves a rework to be more simmilar to WW - requiring its own playstyle. OR for free stuff to be given to everybody that is not vamp.