MasterLanz wrote: »Being a pure health/stam character built around werewolf, I can say that it hits harder than my normal form. Per-swing it hits slightly harder than my two-hander, but it swings faster than DW. I think the people who are having troubles with ww damage output aren't built for it.
However, everything else is still pretty bad. The increased armor doesn't compensate for the lack of tricks, rolling, and healing and it overall doesn't feel like an ultimate but rather just a 'for fun' ability.
It seems to purely focus on aggression with its high (in my experience, anyways) damage output, a fear that makes things vulnerable for CC, and its high speed and leap attack. It's not destructive enough to actually survive off that aggression, however. It's a bit of a novelty.
It's actually pretty good for farming, really. That's pretty much all I use it for. Build up alt, and go find a place with humanoid targets that provide both food and loot, and then just go wild until my inventory is full. It is fun, and it is pretty well-optimized for that use, but it's a useless character feature almost everywhere else, and a huge hinderance in PVP.
Another experience-breaking glitch that I have heard about is the pack-leader morph of the werewolf transformation ability. Evidently, if you have your transformation ultimate morphed to that, you immediately turn back into human form once you activate it, regardless of if you immediately use devour or not. I have not experienced this because my transformation is morphed to berserk werewolf, but, nonetheless, the glitch needs to be fixed.
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As long as I'm engaging in combat and producing corpses I should remain in Werewolf form. Every melee hit should add more timer, every ability should add more timer and the whole Devour mechanic should be revamped. There must not be a delay between Devours, animation must not waste timer but should freeze it, and the number of Devourable targets should be increased. Also it shouldn't be interruptable, but damage may still be taken.
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It's obvious imo that vamp/wolf mechanics were simply not ready for launch.
@Ikumarbeh The second point I agree with though the first well... no.
If they bring down the current ultimate, WW would not be balance AT ALL. You all need to understand that WW are VERY powerful in melee that even a duel-wielding dragon knight or nightblade cannot match your speed and sheer damage output. Not even a two handed sorc could come close.
Now, with that said. There are sets that decrease the ultimate point grind.
They are the following
elderscrollsonline.wiki.fextralife.com/Akavari+Dragonguard+Set#.U1SWiPmSx5Y
elderscrollsonline.wiki.fextralife.com/Hide+of+the+Werewolf+Set#.U1SWi_mSx5Y
elderscrollsonline.wiki.fextralife.com/Savior%27s+Hide+Set#.U1SWjvmSx5Y
Choose one and build your werewolf around it. Or mix and match. Have Akavari and Savior set to bring down the you ultimate to 53% of 1000.
thats sums it upBrittany_Joy wrote: »https://www.youtube.com/watch?v=GKem8B-3iuI
Found this on youtube. It accurately portrays werewolves in PvP.
Werewolf
Fixed an issue where werewolves could use Devour on the same corpse multiple times.
- Zenimax has officially put the nail in the coffin for WereWolves, it is now essentially the worst skill in the game.
MasterLanz wrote: »The fact of the matter is that if the ult cost 0 and werewolves could beast out at will, they'd be very impressive, if not potentially overpowered.
Totally agree with most of the posts. Havent noticed if anyone mentioned it yet but i wanted to add that transformation and retransformation animations take too damn long. I've died countless of times on my retransformation animation because it takes too damn long and is buggy. Make it 1 second tops, not 5 to 10 seconds until i can get into combat in human form again