werewolves cant sneak, but the sneaking animations exist in the game. As a trade off for that, when you start to sneak, entering a "hunting" mode where you have like a 8 or so meter detection radius feel both thematically flavorful and another way to incorporate more into the werewolf kit that literally every other player has access to. Sneaking is like a toggle, you dont recover stam when sneaking and have reduced movement speed so there's somewhat of a trade off. Of course the biggest one is your inability to sneak yourself so I agree it would be fair to have some easily accessible anti sneak counterplay that doesnt cost you your potion.
Erickson9610 wrote: »BXR_Lonestar wrote: »I also don't think there is anything wrong with having hard counters things in games.
You know how players typically go with Vampire when making Stealth builds, because of passives like Dark Stalker and Strike from the Shadows?
A player can:
- Choose Vampire to gain Stealth bonuses. They can still use human form abilities (Expert Hunter, Magelight, or Revealing Flare) to counter Stealthed players.
- Remain non-cursed to not gain Vampire's Stealth bonuses but still retain the human form counters to Stealthed players.
- Choose Werewolf to lose the ability to Stealth and lose access to human form abilities which counter Stealthed players.
Choosing Vampire for a Stealth build is a no-brainer. You can put up with the drawbacks of Stage 1 Vampire for the Dark Stalker passive, which makes Stealth gameplay much easier for a Vampire than for a non-cursed character. You would never go with Werewolf for a Stealth build because they lack the ability to Stealth in the first place. Werewolf also can't reveal Stealthed players the way non-cursed and Vampire characters can.
Since Werewolf is at such a disadvantage, and they're mutually exclusive from Vampire and the human form, what if Werewolf had a hard counter to Vampire's Stealth abilities?
If Vampire specializes in Stealth, then Werewolf should specialize in Stealth Detection. Of course, that's not to say that Werewolf shouldn't be allowed to Stealth themselves — after all, Vampire characters can utilize Stealth Detection skills despite specializing in Stealth.
So, allowing Werewolf to sneak and giving them some unique form of Stealth Detection would make Werewolf an option when considering a build that leans more heavily into Stealth Detection than into Stealth; in other words, the inverse of Vampire. That would make remaining non-cursed the "middle of the road" option to take between Stealth and Stealth Detection.
Avran_Sylt wrote: »Erickson9610 wrote: »BXR_Lonestar wrote: »I also don't think there is anything wrong with having hard counters things in games.
You know how players typically go with Vampire when making Stealth builds, because of passives like Dark Stalker and Strike from the Shadows?
A player can:
- Choose Vampire to gain Stealth bonuses. They can still use human form abilities (Expert Hunter, Magelight, or Revealing Flare) to counter Stealthed players.
- Remain non-cursed to not gain Vampire's Stealth bonuses but still retain the human form counters to Stealthed players.
- Choose Werewolf to lose the ability to Stealth and lose access to human form abilities which counter Stealthed players.
Choosing Vampire for a Stealth build is a no-brainer. You can put up with the drawbacks of Stage 1 Vampire for the Dark Stalker passive, which makes Stealth gameplay much easier for a Vampire than for a non-cursed character. You would never go with Werewolf for a Stealth build because they lack the ability to Stealth in the first place. Werewolf also can't reveal Stealthed players the way non-cursed and Vampire characters can.
Since Werewolf is at such a disadvantage, and they're mutually exclusive from Vampire and the human form, what if Werewolf had a hard counter to Vampire's Stealth abilities?
If Vampire specializes in Stealth, then Werewolf should specialize in Stealth Detection. Of course, that's not to say that Werewolf shouldn't be allowed to Stealth themselves — after all, Vampire characters can utilize Stealth Detection skills despite specializing in Stealth.
So, allowing Werewolf to sneak and giving them some unique form of Stealth Detection would make Werewolf an option when considering a build that leans more heavily into Stealth Detection than into Stealth; in other words, the inverse of Vampire. That would make remaining non-cursed the "middle of the road" option to take between Stealth and Stealth Detection.
WW got 30% increased max Stam and 18% increased wep/spell damage. Those images of some vamp stat buffs are just "feel good" compared to WW's raw stat increases.
Blood Scion for Vamp isn't comparable given it has a limited duration, but WW form can last indefinitely.
Maybe talk about passive buffs you'd like to see while outside of WW form?
Tommy_The_Gun wrote: »werewolves cant sneak, but the sneaking animations exist in the game. As a trade off for that, when you start to sneak, entering a "hunting" mode where you have like a 8 or so meter detection radius feel both thematically flavorful and another way to incorporate more into the werewolf kit that literally every other player has access to. Sneaking is like a toggle, you dont recover stam when sneaking and have reduced movement speed so there's somewhat of a trade off. Of course the biggest one is your inability to sneak yourself so I agree it would be fair to have some easily accessible anti sneak counterplay that doesnt cost you your potion.
It sounds very nice "on paper", but think how it would work in practice.
It would be same as with detection potions that for whatever reason allow you to detect invisible/stealthed players, while still allowing to stay invisible/stealthed yourself. Non of the other detection stuff does that. If a detection skill is casted - it interrupts invisibility/stealth. And this is for the most part how it should work. You either look for players in stealth or remain hidden yourself. Detection potions are considered "broken" not because of detection range, but because they allow to still remain unseen. Those Potions for the most part should be "mirrored" invisibility potions. Those force crouch stealth on you (and if you do anything that would normally interupts invisibility, the potion is wasted). Detection potions basically should force you out of stealth when used.
Currently detection potions & how those work results in a very frustrating & toxic situations where if you are detected, from your perspective - you are detected "by nothing".
Hence why I think that having a "sneak mode" that allows you to stay hidden & detect at the same time would be terrible idea.
I do agree however that WW needs both the ability to detect invisible targets & the ability to sneak. But definitely not at the same time.
Erickson9610 wrote: »Avran_Sylt wrote: »Erickson9610 wrote: »BXR_Lonestar wrote: »I also don't think there is anything wrong with having hard counters things in games.
You know how players typically go with Vampire when making Stealth builds, because of passives like Dark Stalker and Strike from the Shadows?
A player can:
- Choose Vampire to gain Stealth bonuses. They can still use human form abilities (Expert Hunter, Magelight, or Revealing Flare) to counter Stealthed players.
- Remain non-cursed to not gain Vampire's Stealth bonuses but still retain the human form counters to Stealthed players.
- Choose Werewolf to lose the ability to Stealth and lose access to human form abilities which counter Stealthed players.
Choosing Vampire for a Stealth build is a no-brainer. You can put up with the drawbacks of Stage 1 Vampire for the Dark Stalker passive, which makes Stealth gameplay much easier for a Vampire than for a non-cursed character. You would never go with Werewolf for a Stealth build because they lack the ability to Stealth in the first place. Werewolf also can't reveal Stealthed players the way non-cursed and Vampire characters can.
Since Werewolf is at such a disadvantage, and they're mutually exclusive from Vampire and the human form, what if Werewolf had a hard counter to Vampire's Stealth abilities?
If Vampire specializes in Stealth, then Werewolf should specialize in Stealth Detection. Of course, that's not to say that Werewolf shouldn't be allowed to Stealth themselves — after all, Vampire characters can utilize Stealth Detection skills despite specializing in Stealth.
So, allowing Werewolf to sneak and giving them some unique form of Stealth Detection would make Werewolf an option when considering a build that leans more heavily into Stealth Detection than into Stealth; in other words, the inverse of Vampire. That would make remaining non-cursed the "middle of the road" option to take between Stealth and Stealth Detection.
WW got 30% increased max Stam and 18% increased wep/spell damage. Those images of some vamp stat buffs are just "feel good" compared to WW's raw stat increases.
Blood Scion for Vamp isn't comparable given it has a limited duration, but WW form can last indefinitely.
Maybe talk about passive buffs you'd like to see while outside of WW form?
Werewolf should never receive any passive buffs (or debuffs) outside of form, since they cannot use their Werewolf skills outside of form. The passive Stamina Recovery while Werewolf Transformation is slotted requires you to use an Ultimate slot, which enables you to transform into a Werewolf at all.
We want Werewolves to actually transform. Vampires get passives and drawbacks at all times because you can use Vampire abilities alongside your regular abilities without the need to transform.
In fact, that's the reason Blood Scion and the Vampire passives aren't nearly as strong as Werewolf Transformation and its passives — Werewolf is an entire subclass, whereas Vampire is complementary to any normal class. You can pair Vampire's sneak passives really well with the stealth abilities of Nightblade, and use Vampire abilities nicely alongside Dragonknight abilities, but the same can't be said for Werewolf. Werewolf gets damage buffs because you can't apply those buffs to your non-Werewolf abilities.
Avran_Sylt wrote: »Erickson9610 wrote: »Avran_Sylt wrote: »Erickson9610 wrote: »BXR_Lonestar wrote: »I also don't think there is anything wrong with having hard counters things in games.
You know how players typically go with Vampire when making Stealth builds, because of passives like Dark Stalker and Strike from the Shadows?
A player can:
- Choose Vampire to gain Stealth bonuses. They can still use human form abilities (Expert Hunter, Magelight, or Revealing Flare) to counter Stealthed players.
- Remain non-cursed to not gain Vampire's Stealth bonuses but still retain the human form counters to Stealthed players.
- Choose Werewolf to lose the ability to Stealth and lose access to human form abilities which counter Stealthed players.
Choosing Vampire for a Stealth build is a no-brainer. You can put up with the drawbacks of Stage 1 Vampire for the Dark Stalker passive, which makes Stealth gameplay much easier for a Vampire than for a non-cursed character. You would never go with Werewolf for a Stealth build because they lack the ability to Stealth in the first place. Werewolf also can't reveal Stealthed players the way non-cursed and Vampire characters can.
Since Werewolf is at such a disadvantage, and they're mutually exclusive from Vampire and the human form, what if Werewolf had a hard counter to Vampire's Stealth abilities?
If Vampire specializes in Stealth, then Werewolf should specialize in Stealth Detection. Of course, that's not to say that Werewolf shouldn't be allowed to Stealth themselves — after all, Vampire characters can utilize Stealth Detection skills despite specializing in Stealth.
So, allowing Werewolf to sneak and giving them some unique form of Stealth Detection would make Werewolf an option when considering a build that leans more heavily into Stealth Detection than into Stealth; in other words, the inverse of Vampire. That would make remaining non-cursed the "middle of the road" option to take between Stealth and Stealth Detection.
WW got 30% increased max Stam and 18% increased wep/spell damage. Those images of some vamp stat buffs are just "feel good" compared to WW's raw stat increases.
Blood Scion for Vamp isn't comparable given it has a limited duration, but WW form can last indefinitely.
Maybe talk about passive buffs you'd like to see while outside of WW form?
Werewolf should never receive any passive buffs (or debuffs) outside of form, since they cannot use their Werewolf skills outside of form. The passive Stamina Recovery while Werewolf Transformation is slotted requires you to use an Ultimate slot, which enables you to transform into a Werewolf at all.
We want Werewolves to actually transform. Vampires get passives and drawbacks at all times because you can use Vampire abilities alongside your regular abilities without the need to transform.
In fact, that's the reason Blood Scion and the Vampire passives aren't nearly as strong as Werewolf Transformation and its passives — Werewolf is an entire subclass, whereas Vampire is complementary to any normal class. You can pair Vampire's sneak passives really well with the stealth abilities of Nightblade, and use Vampire abilities nicely alongside Dragonknight abilities, but the same can't be said for Werewolf. Werewolf gets damage buffs because you can't apply those buffs to your non-Werewolf abilities.
So also remove all set, item, and gear bonuses as well? Keep it entirely encapsulated?
kyle.wilson wrote: »If werewolves can pull people from stealth, we should be able to make scent bombs for counterplay.