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FIX THE WEREWOLF!

  • Ravinsild
    Ravinsild
    ✭✭✭✭
    I would like to point out that your character doesn't like +50% extra poison damage unless they are in actual werewolf form.

    That seems to be the case with me anyway.

    I'd like to report another bug that is new to me: If you hit your ultimate while CCed you will not actually become a werewolf. The animation will go off and your on screen sprite will change but you do not get the special werewolf bar and you retain your normal class skills with none of the extra attack speed or run speed of the werewolf and no timer.

    Wasted my ult twice yesterday as I hit transform right at the same time that a mob cast that black thorny circle suppression move around me and in both cases of unfortunate timing it broke my ultimate making it worthless.

    /Reloadui does nothing and relogging you log in as your regular human form

    Don't get CCed and transform.
  • chantz.williams5174ub17_ESO
    The werewolf DEFINITELY NEEDS TO BE BUFFED. I Want to feel strong and maul people not die when more than 2 people are attacking me!!!!! Please Fix the Werewolf Zenimax!!!!!!!!!!!!!!!!!
  • Blargal
    Blargal
    My ideas are simple to other peoples ideas but still relevant, I don't think we should be able to transform at will as that just doesn't fit with the lore I bet. However I KNOW they wanna stay with the whole 5 button layout and one ult and one potion button, BUT I really really think they should give the werewolves one extra ult button! What I mean by this is if your a werewolf you get an extra button for ult and you can get to choose to use those ult points in either transforming into a werewolf or using the points on your other alt but you can only pick one or the other and the points get used up as always with what ever one you pick. I don't like that I gave up a perfectly good aoe dps ult and a perfectly good aoe healing ult just to become a werewolf for...what? 30 seconds? I think this idea is a fairly easy and sound way to fix a lot of things.

    Also perhaps on full moons we get to transform for free or something like that? The other main thing I have a problem with is that my game play and enjoyment is totally ruined by turning into a werewolf...the walk and run is utterly silly and unrealistic! No running on all fours? No sneaking on all fours? Actually no sneaking at all is avalible as a werewolf! Walking and running is just like playing around with a cartoon and needs to be reanimated, I don't know who gave the final okay with the WW animations and how NO ONE in beta would of mentioned it but....yea....no i'm supposed to be scary, feral and rabid not "ERMEGERD LOOK AT MEH RUN!!! GERHER!" lol!

    Also I would like to add that one thing I would REALLY like to see eventually is diffrent sexes with the werewolf! I'm sure there is more then one person here who agrees that they would like to see male AND female werewolves! If we remain part human looking there is no reason that my female toon should turn and look like every male werewolf! I'd like to see us be a little smaller a bit more..dainty as it were? Breasts would be nice of course...I mean to make a female model wouldn't be to hard i'd gather.
    Edited by Blargal on 10 May 2014 09:23
  • PurpleFox
    PurpleFox
    ✭✭✭
    So i found that this thread was being monitered, I would also like to add a few things....honestly i just copied and pasted my idea from...
    http://forums.elderscrollsonline.com/discussion/73523/the-werewolf-is-riddled-with-bugs


    As a WW myself, I totally agree, as for the build problem, if you focus not on your magika abilities, but instead on your physical attack ones, being a stamina heavy powerhouse works well.

    I do agree however that they NEED to fix pack leader :'(
    How am i suppose to aid my team in battle when i keep reverting back to human form, with the timer stopped! :neutral_face:

    I can deal with bugs, but when my entire reality of the fact that WW is absurdly broken, makes it hard to keep liking this stuff *Sigh*

    I'm going to give them the benefit of the doubt here and say that while I do think they should keep the patches coming, they are most likely working on the 1st, and 2nd zones first, if the majority of the community makes it further, i'm sure the reapers marsh/ Harborage bugs will be fixed...

    As for the whole +50% poison thing...bomser is the best class to be WW.
    I personally use...
    +1057 natural
    +340 from Arthiels ring
    +330 from Valenwood Heartleaf
    So even with the debuff thats 863.5 resist
    By that logic its very easy to actually resist poison... so I would agree with having a skill line that increases health in exchange for more poison debuff, maybe one that decrease dmg taken from the fighters guild as well.

    As for the powers, i'm in the same boat, 2 powers? REALLY?! Anyway here are some powers i thought of.
    1. Bloody Claws- Similar to the duel wield power flurry but MUCH more powerful
      Morphs:
      -Rapid Strikes, Increases attack speed of all attacks after.
      -Pounding strikes, Can interrupt spells and stun
    2. Incapacitation- Has an animation where you duck bite and enemies leg, immobilizing them for 4-5 seconds
      Morphs:
      - Bestial Hunger- Knocks down and devours the opponent, doing some serious damage and reducing their healing for 5-10 seconds
      - Leg Tear- Increases the stun time to 10-12 seconds, making it wise for hunters to hunt as a team, less getting ripped apart.
    3. Hercines howl- Summon 2 Wolves to fight (Wolf's Level with the player's level)
      - Mighty Howl- Summons 2 Werewolves to fight, however it cannot be used withing a curtain radius other players (To prevent everyone from spamming it and tripling the numbers)
      - Call of the Hunt- Spawns 4 wolves to fight

    I also have some passives
    • Moonlight- Does more dmg at the nightime while outdoors. 3 stages.
    • Hercine's Embrace- increases your max hp by 50% while in WW form, second is 100% more. 2 Stages
    • Primal rage- Increase attack speed and reduces cooldown by 5%, 10%, & 15%. 3 Stages

    Devour i agree needs to replenish ALOT more on the timer, and not be so buggy about it either.
    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • Iduyenn
    Iduyenn
    ✭✭✭✭
    Some ideas about the Werebeasts in Elder Scolls Online

    Hey guys, I am sure, some of this points are already mentioned, so please forgive me, if I mention them twice or not at all (because I agree with some of those as well).
    Second thing; Sorry for my English. Not an alpha in orthography yet.

    The Wolf

    Zenimax itself said, that the wolf is too weak at the moment (Reddit AMA).
    I put some thoughts in it and wanted to share them with you and the devs.
    Because to be serious, I d like a serious over howl rather than some small patches only to stall the community. In the next time everything seems to be more important then some “werewolf issue”.
    But it`s not. Since Skyrim I was seriously looking forward to be a hairy beast.

    Main Problems:
    - Even with the ultimate-cost-reduce the Werewolf-ultimate is very expensive and the time in wolf shape to short. There aren`t any serious possibilities to extend the time in wolfshape.
    - Many bugs
    - There are no (high-lvl) itemsets who support the wolf in any good way. Itemsets can be a very good possibility to strengthen the wolf and not making it overpowered. It can also mean, that people wont be very strong in non-werewolfform. One reason to this is the next point.
    - People start to take the Wolf only for the passiv (ultimate gain). The tendencies will be to nerf this thing to the ground. (Forgive me my pessimism).
    Meta-gamer will go further, but the wolf will stay more damaged than ever.
    - The Wolf in his beastform has only 2 active abilities and no ultimate. I think I don’t have to say much more to this matter. (I will add some ideas).
    - The Wolf is not a “sneeky” class. But sneeking is a very important aspect of the game (and pvp). So there should be some balance in it. Either you increase detection radius for enemys significantly or you make the wolf fast enough for escaping hairy situations.

    Now I think the Werewolf is something unique and has extremely high potential in any way. The goal is not to make it overpowered. And I sure as hell don’t want people to choose Werewolf only because it is the “meta” to go. (“It should be a “lifestyle””)
    I don’t want things like “you have to have at least one Wolf in a party”. Imho i`d love not to see dogs everywhere. It`s immersionbreaking and just… wrong. The whole feeling of a secret society falls apart. To avoid a Tamriel filled with heary beasts there should be some downsides for the Wolf.

    - The higher poison dmg is something nice and I think the fighters guild abilities are serious enough (a bit too serious imho, because they have the possibility to one-hit you in PvP…. Even if you are full heavy armour).
    - Wolves are packanimals (or lonely wolves). But they don’t synergize well with humans and vampires. The society in Tamriel may be aware of them, but they would never collaborate with them (no rule without exeptions). So guards and civil people will be terrified or very agressiv against those hairy monsters. There should even be the possibility to be hunted down, if anybody sees someone transforming into a wolf. There should be serious penalties. (Like in Skyrim, perhaps even harder).
    - Around full moon a wolf should be transforming automatically. So if you are in a town, you will hurry to go to a save location for your transformation.
    Besides that every npc will hunt you down, you might even be hunted by player of the same fraction. (Yea, this has to be worked out, but I mean this as a general direction). (Perhaps you will get visited by some anti-wolf cultists)
    (The open space for implementing stuff is crazy… think about cyrodiil. Suddenly there is a keep only defended by Werewolves, because they had to find a save location, where no one could harm them. Not even their own people. As a PvP fan myself I see in there a higher potential as a “three faction only war”. Think about smalscale- antizerging possibilities.
    A pack of werewolfs hunting…
    I like this point of view very much. (I know, some of you will not like this, but that is fine, this are all ideas)

    Ultimate abilities

    As we already said, the ultimate is way to expensive. Even after the hotfix. But don`t worry, there are a few solutions for this problem.

    Solution

    The Ultimate costs 1000 ultimate. But it works as a toggle. You will not be able to transform back in to a human for at least x minutes (or add some blood-rush-timer). After that you have several possibilities:

    - Transform back: Weakness debuff (exhausted): Player has decreased helth,stamina and magicka regeneration for x minutes).
    - If you want to stay in Wolfform it should get harder and harder in the end. I thought about some “rage” meter, if you use active abilities (like “howling”) you can put some points to it. (Actually we already have such a system. It only has to be made better.
    - I like the idea of giving some passive boni in human form.
    - The focus should be on the wolf as packanimal. Some boni should be complementary, if other wolfes are in the group. In the End it should be possible to clear a veteran dungeon with four wolves. (It should not be easy, but it should be possible). On the other hand it should not be possible to do it with only three wolfs. I know, balancing can be hard, but this should be an exeption.


    2. Solution

    Besides the “toggle” function there is always the “cheap ultimate” possibility. But this would bring nothing, because everyone will only be focused on calculating if it is better to transform or not.
    Imho playing as a wolf should not be a “nice to have”, but something like a whole new class. (I know, I overextend here, but it has to be mentioned)

    Passive abilities:

    Most of the passives aren’t so bad at the moment. But I would add some in human form. Perhaps add some boni, if an other wolf is around.
    Again: The focus should be to make the wolf not too weak, not to powerful but much stronger in a pack.

    CCbreak: I think it is just wrong, that you can control a beast like you do a filthy human. I would like to add something like “Reduces all durations of disabeling effects by x% while in wolfform” or like “in wolfform the coasts of dodging is reduced by 100%”. (Remember… we have NO rangeattack/rangeweapon)
    Perhaps there is even an active ability like: “Removes all disabeling and control effects. Player movementspeed is increased by X% for x seconds. (Morphs: Add some helth regenartion/increases movementspeed …)

    Human:

    Beside of better ultimate regeneration (or instead) I recommend better live or stamina regeneration.
    Or something like “regenerates more xy during nights”. Perhaps you can make this things influenced by moon phase. (I think the moonphase mechanics are already in the game). In the same time you could reduce your effectiveness in human form. (Vice versa, if the moon is low)

    Active Abilities:

    There is more place for at least 3 other Spells in my Bar. Remember, the bloodsuckers have two abilities as well, but the big difference is, they can use all the other spells at the same time. The wolf in his animal shape can only use 2 and no ultimate!

    Now, I`d hate it to see some wolves with swords and shields. So there are several possibilities for new active skills, without breaking down werewolves to a tame pet with weapons.

    Damage in beastform should not be calculated only by stamina. Armour- and spellpenetration, weaponpower, crit etc. should have an influence as well.

    Pactmember

    Cast Time: 1s
    Target: Friendly
    Range: 15m
    Cost: 250 Stamina

    Player leaps to a nearby wounded ally. This Player gains a small damage shield. Effect increased by x% if ally is a werewolf. (or something like “damage shield only on werewolf”.

    Morph 1: Pact protector

    New Effect: Stamina and health regeneration of all players in the area increased by 25% (Think of it like the regeneration spell of the Templar class)

    Morph 2: Pact Worrior

    New effect: All enemys in this area are immobilized for 2s. (Or damaged, or feared, or…)

    Tracker (Can also be used in human form):

    Cast time: 2s
    Target: Area
    Range: 20m
    Cost: 250 Stamina

    Player can see all hidden creatures for 5s.

    Morph 1: Skilled Tracker

    New Effect: Increases detection area and duration

    Morph 2: hunter

    New Effect: Increases the armor and spellpenetration of next attack by 30%

    Bite

    Cast Time: Instant
    Target: enemy
    Range: 5m
    Duration: 1.1s
    Cost: 200 Stamina

    Deals 3 x 200 dmg to enemys in front of the player. Closest target is knocked back on the last hit.

    Morph 1: Ripping teeth

    New Effect: Critical hit chance increased vs. low health enemys

    Morph 2: Deep wounds

    New Effect: Affected Targets bleeds for x physical damage over x seconds.

    Slash

    Slitting Claws:

    Cast Time: 1s
    Target: Enemy
    Range: 5m
    Cost: 300 Stamina

    Two hit attack for x physical Damage. Affected target bleeds for x physical damage over 9 seconds

    Morph 1: Blood licking

    New Effect: Damage caused by bleading effects heals you

    Morph 2: Blood smell

    New Effect: While target is bleeding. All damage to this target is increased by 10%. Stacks up to three times.

    Rapid movement:

    Cast Time: Instant
    Target: Self
    Cost: 300 Stamina

    Increases movement speed by x% for 20 seconds (Behold the “running” animation on four legs!)

    Morph 1: Increses Armor and Spell Resistance by x for 8s/

    Morph 2: Removes all immobilizing and disabeling effects immediately.

    I have some more ideas about skills: Claw, Sharp claw/aimed claw, Venoumous Bite, infectious wounds/anticoagulation.

    I think werewolfs bleeding dmg is something to go with. It can be easily balanced (eventually purged from healers).
    I know, there are some better ideas about skills out there.
    For the moment I am exhausted an will go back to my basket. Feel free to add some ideas (or write my stuff in a better way).

    Greetings
  • jamielarzb14_ESO
    jamielarzb14_ESO
    Soul Shriven
    Totally agree...WW need to be able to have regular buffs for just being human as well...Vampires get all of these buffs whether or not they feed..So why cant WW get any buffs as well...there should be at least some kind of permanent buff to Stamina or something.
  • MeIkor
    MeIkor
    ✭✭✭
    Fixed an issue where werewolves could use Devour on the same corpse multiple times.

    Because this was a priority with the skill line that it needed to be pushed out now. Not that WW is basically useless or filled with bugs but, any semblance of trying to salvage what you have and you keep nerfing it.
  • Xithian
    Xithian
    ✭✭✭
    MeIkor wrote: »
    Fixed an issue where werewolves could use Devour on the same corpse multiple times.

    Because this was a priority with the skill line that it needed to be pushed out now. Not that WW is basically useless or filled with bugs but, any semblance of trying to salvage what you have and you keep nerfing it.

    Came here to point this out... I cured my lycanthropy. I'll probably change back whenever they get around to actually fixing it, but it's just in a sad state now. This was one of the only things going for people.
  • Brizz
    Brizz
    ✭✭✭✭

    PATCH NOTES V1.0.8

    Combat & Gameplay

    Werewolf
    Fixed an issue where werewolves could use Devour on the same corpse multiple times.

    Source:
    http://forums.elderscrollsonline.com/discussion/95370/patch-notes-v1-0-8#latest

    Zenimax... you just fail. Utter failure. Greatly disappointed. No one can even use werewolf. It seems like you went out of your way to fix the ONLY beneficial bug the skill line had, while leaving all of the others in place.

    Serious question - Do you hate your players? You say that you are listening but it's clear that you have your own agenda and priorities, and they are not the same as your playerbase...

    I should have known the instant you put a paygate on a subscription based game. I will be calling tomorrow to ask for my money back, I doubt I will get it back however, which is fine. You got me, but you will not keep me.
    :.,_,.:*"'"*:.,_,.:*"'"* Guild of Shadows *"'":.,_,.:*"'"*:.,_,.:
    Briizz - v14 EP Werewolf Nightblade <Former Emperor - Chillrend NA>
    Brizz The Elder Dragon - v14 EP Dragon Knight
    Brizz - v12 DC Nightblade <Former Emperor - Celarus NA>
    Brizeer - v4 Stamina Sorcerer - Prophet of Zazeer-Destroyer of Buff Severs and Eater of Sweet Rolls-
    Watch LIVE @ www.twitch.tv/brizztv
  • PurpleFox
    PurpleFox
    ✭✭✭
    MeIkor wrote: »
    Fixed an issue where werewolves could use Devour on the same corpse multiple times.

    Because this was a priority with the skill line that it needed to be pushed out now. Not that WW is basically useless or filled with bugs but, any semblance of trying to salvage what you have and you keep nerfing it.

    You have got to be *** KIDDING ME! Thats it! I'm done!

    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • Eivar
    Eivar
    ✭✭✭✭
    Ok so werewolf is quite obviously underperforming at this point. I think a complete rework is warranted, here are some of my ideas on the subject.

    1. Make transformation a toggle, like the Sorcerer ult Overload. Make every second in form reduce your ultimate, possibly even active abilities. Have basic attacks and feeding add to your ultimate(and please make sure that if it has a long feed animation that it adds the time spent feeding plus extra or it's pointless) This would require you to be in constant combat to stay in form. Also lower the cost to swap into form to be in line with other ults, maybe 300 ult or so(this would require actual playtesting to figure out a number)
    2. changes to passives:
    Pursuit: have this affect you out of wolf form, pure boost to stamina
    Blood Rage: wouldn't be needed with lowered ult cost and toggle form as seen
    in #1. Possibly change this to a magelight like effect, such as
    tracking, would notify you of a stealther within a certain radius
    maybe even give a general direction in relation to your position
    but not see through stealth.
    Devour: changes included above in #1
    Bloodmoon: Fine as is but remove any night only or full moon only restrictions
    choosing to give someone the gift shouldn't be reliant on lore
    forcing you into a beast state or whatever.
    Savage Strength: seems fine as is, maybe swap it out to simply increase your
    damage instead of stamina, yes same effect but could be
    abused.
    Call of the pack: Have this affect you as well, but have it overwritten by other
    werewolves bonus, that way if yo are with a pack you get a
    better decay rate even if noone else has the passive.
    3. Personally I'm fine with the actives as is, except that it's very limiting being forced to a new bar with only 2 actives where vamps, or any other skill line can simply add their new skills to an existing bar and use them in combination with others, maybe we should get some baseline attack abilities that while not overly strong make us feel like we have more options, and then buy the 2 existing actives as we reach appropriate rank? seeking realistic suggesstions on this one.
    4. Ultimate Morphs......well if pack leader worked it would be fantastic overall for group synergy, and berserker seems fine at first glance but i havn't noticed much of a dps improvement, berserkers are more known for their fortitude, maybe this should be changed to improved fear resistance(or immunity) and a damage resistance akin to the undeath passive that vamps get?
  • Ravinsild
    Ravinsild
    ✭✭✭✭
    No worries, I'm going to go CUT MY WRISTS NOW BECAUSE THE ONLY THING THAT LET WEREWOLVES BE FUN (infinite time in WW form as long as there are enough corpses to devour, abusing the bug to stack up on time) IS GONE.

    Now more 30 minute+ rampages of grinding, the ONLY useful time to use the form.

    I may just give up on this game. With every patch they roll out with no mention of fixing cripplingly game breaking bugs for ANYTHING (Nightblades, Passives from Weapon skill lines, the leap bug, or transformation bug for wolves, the dark stalker passive breaking every time you die as a vampire etc...) but go "Oh, well, we can't have people enjoying the werewolf form situationally too much. That's against our policy."

    Do you have an anti-fun policy in your office? "Remember people, we are here to THWART FUN. We're the fun police and nobody is allowed to have any. Leave all the bad bugs, but fix the ones that give any degree of play-ability. That way we can ensure nobody is having fun."

    Later that day....

    "Good job everyone, we've officially murdered and *** the corpse of fun in our game. Let's have a toast!"
  • Grao
    Grao
    ✭✭✭✭✭
    Blargal wrote: »
    My ideas are simple to other peoples ideas but still relevant, I don't think we should be able to transform at will as that just doesn't fit with the lore I bet. However I KNOW they wanna stay with the whole 5 button layout and one ult and one potion button, BUT I really really think they should give the werewolves one extra ult button! What I mean by this is if your a werewolf you get an extra button for ult and you can get to choose to use those ult points in either transforming into a werewolf or using the points on your other alt but you can only pick one or the other and the points get used up as always with what ever one you pick. I don't like that I gave up a perfectly good aoe dps ult and a perfectly good aoe healing ult just to become a werewolf for...what? 30 seconds? I think this idea is a fairly easy and sound way to fix a lot of things.

    Also perhaps on full moons we get to transform for free or something like that? The other main thing I have a problem with is that my game play and enjoyment is totally ruined by turning into a werewolf...the walk and run is utterly silly and unrealistic! No running on all fours? No sneaking on all fours? Actually no sneaking at all is avalible as a werewolf! Walking and running is just like playing around with a cartoon and needs to be reanimated, I don't know who gave the final okay with the WW animations and how NO ONE in beta would of mentioned it but....yea....no i'm supposed to be scary, feral and rabid not "ERMEGERD LOOK AT MEH RUN!!! GERHER!" lol!

    Also I would like to add that one thing I would REALLY like to see eventually is diffrent sexes with the werewolf! I'm sure there is more then one person here who agrees that they would like to see male AND female werewolves! If we remain part human looking there is no reason that my female toon should turn and look like every male werewolf! I'd like to see us be a little smaller a bit more..dainty as it were? Breasts would be nice of course...I mean to make a female model wouldn't be to hard i'd gather.

    We can't even roll to dodge :(

    As for werewolf female form, it would be great, but I don't think Zenimax wants parts showing... Even if they are furred parts.
    Edited by Grao on 13 May 2014 15:56
  • Romboldt
    Romboldt
    I check the patch notes, hoping beyond hope that they've done something to help werewolves or at least fixed the broken packleader morph... and the only thing they've done is fix the glitch that actually made werewolves playable.

    What the actual *** Zenimax? With open beta for Wildstar, isn't right now a really bad time to *** off your players?

    I understand that bugs/exploits need to be corrected, but learn to get your damned priorities straight.
  • Xithian
    Xithian
    ✭✭✭
    @Grao‌

    I uh... I think your wording there could use some work.
  • Grao
    Grao
    ✭✭✭✭✭
    Hello, everyone. We are actively reading all your feedback, and do encourage you to continue to share it with us. Your constructive feedback is valuable, and allows us to make improvements to our game and ensure a fun and rewarding experience for everyone.

    In order to ensure continued constructive and meaningful discussion on our forums, we ask that you please refrain from creating petition and protest organization threads on our forums. Neither allows for open, constructive discussion or exchange of ideas since most posts consist of “/signed.” Instead, we ask that you offer recommendations, suggestions, or requests about topics you feel need change. In order to continue making improvements to our game, it’s important that we get details from you regarding why you like or dislike something.

    We are leaving this thread open for discussion, but we’ve removed the word “petition” from the title and edited the first post. If you have any questions or concerns about this edit, or our community rules of conduct, please feel free to contact us. Thank you!

    Well, since you actually bothered answering one of our many posts about the werewolf problem I will give you my feedback in the hopes of getting a response. (it is the only way I will know you or someone from ZOS actually read my post.

    1 - My situation: I am a vr 5 sorcerer, high elf, werewolf.

    2 - Though I am a werewolf, I don't think ZOS should be messing with them right now. There are far worse bugs in certain classes. Problems that afflict only one skill line are bound to affect less players and therefore are less important. I will name Knightblades here because I know several of their abilities simply don't work, a friend of mine is on the verge of unsubscribing because of this problem and because ZOS is not being transparent about how they are handling the issues and when we can expect the bugs to be actually fixed.

    3 - Now to talk a little more on Priorities. ZOS needs to understand that while fixing exploits is very important, it is very annoying to have exploits in your class or skills being patched when those skills are broken and need to be revamped or buffed or fixed.

    4- More specific on werewolves. I am fine with losing my ultimate to have the werewolf transformation, I am fine with being unable to use other abilities whist in werewolf form too, though I think only two abilities is rather limiting, werewolves should at least have a taunt to add to their bars, making WW tanking viable.

    5 - The cost of the werewolf ultimate needs to be at least halved and the time spent in shifted form should be increased to at least 1 minute, maybe 2.0 minutes, otherwise it is likely not worth it. From reading the werewolf skills, I believe they are made to work as a group (pack of werewolves) and likely against single target, not large mobs. That is just fine as it is, but to be implemented ZOS needs to fix the bugged morph "Pack Leader". Otherwise the strategy simply wont ever work.

    6 - Animation bugs are constant in combat with every class, weapon and skill line, it is just worse to werewolves because we can't actually cancel an animation by rolling. I trully can't understand why ww can't roll, the only possible explanation I see for it is because ZOS couldn't do the animation work and that is simply sad. Give us a roll and while at that, a /howl emote.

    7 - ZOS... Your customer support need to be a lot better. I have submitted at least 10 bug reports so far, several for WW problems, some for quests. Your responses are automated and say essentially nothing except "we are working to resolve the problem". While it is good to know you are working to solve the problem, it is also good to know you actually read our bug reports, not just have your computer scan them for quest names or subject. Also, your responses to forum posts such as this one need to improve, not only on your Forums, but also on Reddit. I am following 4 werewolf posts for information and responses and this was the only one with something typed more then "We moved your post because it was on the wrong area". Trully, the guys that moved the posts couldn't even bother with a non automated post that wasn't as dry as an old toast? :(

    8 - I really like this game, I really love the graphics, the music, the voice acting and more then anything the story... It is the reason I am still playing despite all the bugs. Please ZOS... Do better, don't release such disappointing patches like this last one where you address unimportant problems (like werewolves eating more then once from the same corpses) but don't even update us about broken classes, fixes to the skill lines you are nerfing or patching... Please... Just do better.
    Edited by Grao on 12 May 2014 21:48
  • Shayu
    Shayu
    ✭✭✭
    [Deleted]
    Edited by Shayu on 13 May 2014 00:18
  • Ravinsild
    Ravinsild
    ✭✭✭✭
    They killed the only fun aspect of being a werewolf: Finding that one perfect spot that you could go on a really long rampage feasting and killing and just grinding out as a wolf feeling like a badass.

    With the new devour fix you're lucky to extend the Wolf form for more than 5 seconds.

    Absolute trash, I am done. Uninstalling, unsubscribing. Absolutely ruined this game for me.
  • Shayu
    Shayu
    ✭✭✭
    Eivar wrote: »
    Ok so werewolf is quite obviously underperforming at this point. I think a complete rework is warranted, here are some of my ideas on the subject.

    1. Make transformation a toggle, like the Sorcerer ult Overload. Make every second in form reduce your ultimate, possibly even active abilities. Have basic attacks and feeding add to your ultimate(and please make sure that if it has a long feed animation that it adds the time spent feeding plus extra or it's pointless) This would require you to be in constant combat to stay in form. Also lower the cost to swap into form to be in line with other ults, maybe 300 ult or so(this would require actual playtesting to figure out a number)
    2. changes to passives:
    Pursuit: have this affect you out of wolf form, pure boost to stamina
    Blood Rage: wouldn't be needed with lowered ult cost and toggle form as seen
    in #1. Possibly change this to a magelight like effect, such as
    tracking, would notify you of a stealther within a certain radius
    maybe even give a general direction in relation to your position
    but not see through stealth.
    Devour: changes included above in #1
    Bloodmoon: Fine as is but remove any night only or full moon only restrictions
    choosing to give someone the gift shouldn't be reliant on lore
    forcing you into a beast state or whatever.
    Savage Strength: seems fine as is, maybe swap it out to simply increase your
    damage instead of stamina, yes same effect but could be
    abused.
    Call of the pack: Have this affect you as well, but have it overwritten by other
    werewolves bonus, that way if yo are with a pack you get a
    better decay rate even if noone else has the passive.
    3. Personally I'm fine with the actives as is, except that it's very limiting being forced to a new bar with only 2 actives where vamps, or any other skill line can simply add their new skills to an existing bar and use them in combination with others, maybe we should get some baseline attack abilities that while not overly strong make us feel like we have more options, and then buy the 2 existing actives as we reach appropriate rank? seeking realistic suggesstions on this one.
    4. Ultimate Morphs......well if pack leader worked it would be fantastic overall for group synergy, and berserker seems fine at first glance but i havn't noticed much of a dps improvement, berserkers are more known for their fortitude, maybe this should be changed to improved fear resistance(or immunity) and a damage resistance akin to the undeath passive that vamps get?

    I totally agree with this statement.
  • Iduyenn
    Iduyenn
    ✭✭✭✭
    That is realy disappointing. When they said, that they will rework the class i thought about some changes in the next big content update... so Craglorn, tomorrow.
    Well... no huge changes, but at least to make werewolf more playable.
    The issues with the werewolf are known since early beta... as are other problems as well... i know...
    Decresing the ultimate cost from 1k to ~850 is a bad joke.

    But it seems there are so many construction zones, that the main focus lies as usual in the "bigger" things who sattisfy the highest number of customers.
    But as always for me its the details who make something running or just... normal.
    Just to change some numbers is delaying tactic par exelance.
    I was looking forward to level in Craglorn as a werewolf, perhaps with a whole pack of it. But as it seems its going to be... hectic and dissapointing.

    Do we realy have to wait one/two years? Isn`t there an estimate?
    Just telling people "we are working on it", "We know it" isn`t enough.
    There realy should be some sincerity in it.

    It lets me come to the lame conclusion: If you yell loud enough, you will get attention.

    So lets howl.

    /wouuuuuuuuuuuu

    PS: "Underdog bonus in Cyrodiil". Underdog... wait... ahahahaha :dizzy_face:

    Well, lets hope we reach the devs. Perhaps with more Ideas about the wolf.
  • Novantco
    Novantco
    Keep bumping this topic. It's clear Lycans need improvements and shouldn't be forgotten about and put to the bottom of the list. It wouldn't take much time and effort to improve the skill line.
  • Grao
    Grao
    ✭✭✭✭✭
    Best ideas I've seen here so far:

    Werewolf Transformation is a toggle that consumes ultimate power. It can be activated at will, but it must be activated, otherwise, upon reaching x ultimate, you shift involuntary. This is, without a doubt, the nicest idea considering lore.

    Howl - Summons two wolves to fight along side you. Making my own changes to the ability I'd add it should be a toggle and reduce your stamina by 10 % like mage pets.

    Roar - Fix the ability so it works 100% of the time
    Morphs: - Roar increases allies weapon power and taunts affected enemies for 15s
    - Roar's effect has increased duration and increase your own damage x%

    Pounce - Just fix the animation bug... Maybe make the animation a little shorter.
  • Shayu
    Shayu
    ✭✭✭
    Iduyenn wrote: »
    That is really disappointing. When they said, that they will rework the class i thought about some changes in the next big content update... so Craglorn, tomorrow.
    Well... no huge changes, but at least to make werewolf more playable.
    The issues with the werewolf are known since early beta... as are other problems as well... i know...
    Decresing the ultimate cost from 1k to ~850 is a bad joke.

    But it seems there are so many construction zones, that the main focus lies as usual in the "bigger" things who sattisfy the highest number of customers.
    But as always for me its the details who make something running or just... normal.
    Just to change some numbers is delaying tactic par exelance.
    I was looking forward to level in Craglorn as a werewolf, perhaps with a whole pack of it. But as it seems its going to be... hectic and dissapointing.

    Do we realy have to wait one/two years? Isn`t there an estimate?
    Just telling people "we are working on it", "We know it" isn`t enough.
    There realy should be some sincerity in it.

    It lets me come to the lame conclusion: If you yell loud enough, you will get attention.

    So lets howl.

    /wouuuuuuuuuuuu

    PS: "Underdog bonus in Cyrodiil". Underdog... wait... ahahahaha :dizzy_face:

    Well, lets hope we reach the devs. Perhaps with more Ideas about the wolf.

    Well I have some good news (sorta), if you want sincerity and reassurance, you need only ask. I sent Zenimax an email inquiring on whether they had any plans in the near future for buffing up werewolves, and while they didn't tell me what those buffs were, they did insure me that us werewolves have not been forgotten about and that zenimax has plans in the works for us.

    One "William" from ZOS took the time to send me this email, only a few hours after I sent my original question:
    While walking along the path to complete an assignment of yours, you find a shimmering scroll on the ground. Purple light is being emitted from the object, and yet no one else around you has seemed to notice it. As you come up to examine it you notice a glowing inscription along the string that is holding it closed. Though it is in an unknown language to you, it seems familiar and you are able to make a few words out of it..

    Sha'Daar

    ?! Your name is on the scroll? You begin to breathe heavier with anxiety unsure of what this scroll has to do with you.

    Suddenly the scroll begins to rise from the ground and the string with your name on it begins to untie itself from the scroll. It gently floats over into your hands as you cup them outward. The scroll unravels and begins to shine a blinding light!

    When you are able to finally open your eyes, you see that you are no longer in The Rift... There is no snow or trees surrounding you, and it appears much darker than what you are used to. The ground is made of sand or dirt, but you are unable to tell, it's white and gray in color.

    You notice you are inside of a dome of purple energy and begin to slowly understand where you are...

    The stars in the sky shine brightly, and the sky is pitch black of background. You see Masser larger than you've ever seen it before... You are in the sky! If you are this close to Masser, and in the sky, you must be...


    "Yes my friend" a voice breaks the overwhelming silence and awe you have been experiencing.

    "That is Masser in the sky you see. We are on Secunda. I thought it would be a wonderful experience for you to see the two moons that your kind value so highly. I understand that your Mane is born during the alignment of these two moons, and vision of a third. You'll be safe here."

    As you look around the Sky, you see Nirn just over the horizon.

    "I will be sure you return safely, do not fret my friend."

    You finally look over to the body of the voice you've heard. There is a man, clearly a wielder of some form of magic, wearing a very fancy robe. His long hair drapes down his shoulders and chest, with a beard to match. His eyes are glowing with purple energy, he seems very intimidating by appearance, though you're filled with a sense of calm and safety.

    "I understand that you're inquiring on the abilities possessed by those who have chosen to follow Hircine's path."

    He waves an arm along side himself. A vision of werewolves hunting in packs in the night appears. You see castle walls, towers and many people in combat. You are able to identify the area as Cyrodiil.

    "I wish I could tell you the plans for the future of their abilities, but the Grand Wizard's have deemed it a secret until the timing is appropriately ripe. When this time comes, they will make it known what is to be done for Hircine's followers."

    The vision shows the werewolves fighting with grace and precision, it appears as though there are hand-fulls of them throwing all of their might into the situation.

    "I understand that they may be experiencing some difficulty in their current state of being, but I can assure you this is most definitely the the Agenda for the Grand Wizards. There have been many social gatherings with our Grand Wizards, Hircine and many others."

    As the vision becomes clearer, you see something near 40 people of many races, as well as werewolves, slowly becoming more and more tired as they seem to be losing the fight. A Vampire appears to be the only enemy in proximity to this fight against the squad of many.

    "Err..."

    He quickly waves his hand over the vision and it begins to fade. A very worrisome and confused look appears on the man's face.

    "Clearly... There are things that are being handled by the Grand Wizard's at the moment..."

    He clears his throat and composes himself again.

    "I can assure you, once more, that they aren't ignoring what so many have spoken of."

    His eyes begin to look up, and you are unsure of what he's doing. He nods his head once, and looks back to you.

    "It appears as though I must take my leave at this time. There apparently seems to be an issue with Molag Bal staring at another adventurer and drooling."

    The dome around you begins to glow with the blinding light again. You close and shield your eyes.

    "I hope that this conversation has put your mind to rest, knowing that you and you friends aren't being ignored!"

    The voice fades and you open your eyes again. You appear to be back in the same place you began. A goat in the distance appears to be staring at you and chewing something. You realize your Rodent Muffins are lying around you in crumbs and your backpack was ruffled through! You look back at the goat fiercely and he runs away, beginning to scale a nearby rocky hill.

    The scroll appears to be floating in front of you still, a final message appears on the parchment that reads:


    (Thank you for contacting the Elder Scrolls Online Team.

    I hope that this conversation was of assistance to you my friend! Unfortunately we aren't able to release information about the future patches of the game, but I can say that things of this nature and caliber will not be ignored by our development team. If you have any other questions or concerns on this or any other issue, feel free to contact us by replying to this message or submitting another ticket!

    You can find more information about The Elder Scrolls Online on our website and social channels (Facebook, Twitter, and Google+).

    Warm Regards,
    The Elder Scrolls Online Team)


    The scroll and string flow seamlessly back together and go into your hands rolled and tied back up. You look back up at the visible moon of Secunda in the night sky. A small purple light winks out and you hear a faint voice in your head.

    "May your feet always find warm sand my friend. You never walk alone."

    This is why I love Zenimax

    I think we also got a little spoiler of a Craglorn world boss with: "As the vision becomes clearer, you see something near 40 people of many races, as well as werewolves, slowly becoming more and more tired as they seem to be losing the fight. A Vampire appears to be the only enemy in proximity to this fight against the squad of many." indicated by the rather specific number "40"

    Anyway I still need to take the time to send a thank you email, the guy took the time to write all that when really I sortof abused the support ticket system on the website to ask.
  • Brittany_Joy
    Brittany_Joy
    ✭✭✭✭
    @Shayu, did you seriously receive that reply from ZoS or are you just pulling a prank? Sounds too good to be true.

    There are werewolves and stuff in Craglorn but the reply just finished saying the setting was in Cyrodiil. Perhaps they are going to have another patch that improves werewolves and vampires which also includes Cyrodiil.
  • Iduyenn
    Iduyenn
    ✭✭✭✭
    Well, I have to say, that i got such mails too. Sometimes the answers are awsome (and sometimes the mails where similar standart text).

    Perhaps my post earlyer came to you all a bit too negative.
    Zenimax has done very much things very good. They realy try to help us. I admire them for their work. Elder Scrolls is truly the best mmo game I played since a long time.
    In the meantime we have to accept, that not everyone can be sattisfyed. You can`t get always, what you want. But sometimes... sometimes your wishes become true.

    We will see how fast they can do something against a "thing", that they had to rework since the beginning. Their resources are limited.

    Meanwhile i try to find some ideas they could do for the werewolf.

    - Wolfform caracter customisation. I think it would not be wrong to add some darker and hairier skinns and eyecolors to the werewolf. You can link the high for example to the normal caracter customisation. Right now everything could be a bit "bigger".
    - Perhaps it would be interesting to see some kind of pedigree. Who was bitten by whom?
    - I love the Idea of cross faction play. And I love the break up of the three fraction trinity. The Guilds should become something more defyable. I know... confusion is awaiting, but it would give Tamriel more live. Don`t worry, there will come more guilds in the future.
    - Questlines only for Werewolfs/Vampires etc.
    - Running animations on four legs (They should be fast like horses).
    - Dodge-roll animation (Could be Awsome!). I even imagine a crouch animation; Like a wolf pressing his body to the ground
    - Humans, Dogs and Cats should react differently to wolfs (in human form). I know, a very small detail. But do you remember the guards in Skyrim? "Uurg... you smell like a dog".
    - Perhaps it should be possible to bite npc`s
    - You should not be forced to eat only humans. Your strengh should also be gained by wild animals of all sorts.

  • Arionic
    Arionic
    I think transforming and having a second skill line is fine, but make it more viable. You can even keep the transformation as the Ultimate, have the duration at 30 seconds but lower the cost and up the abilities and make it more viable or keep the cost the same and make it EXTREMELY strong. You could make the skills as follows. Each skill that adds duration can add 3 seconds per skill level (Such as berserker ultimate levels 1-5) of 5 seconds for the bites/kills.

    Werewolf Transformation- Werewolf Transformation- Transforms you into a werewolf and causes nearby enemies to run in fear. Increases your stamina, armor and run speed.
    • Pack Leader – Allies gain ultimate , health, stamina and run speed.
    • Werewolf Berserker – Increases attack speed (stacks) with each hit and adds bleed damage and duration.

    Pounce - Leaps to your target dealing physical damage and stunning off-balance targets.
    • Brutal Pounce – Deals damage to all enemies in the area.
    • Feral Pounce – Lowers armor of targets
    Roar - Causes fear, disorientation and off-balance to 3 nearby enemies for 3.5 seconds.
    • Ferocious Roar – Killing feared targets leaves nearby allies off-balance and disoriented.
    • Rousing Roar
      – Increases weapon power yourself and nearby allies.
    Blood Frenzy - Use stamina to become frenzied increasing attack speed and run speed . Kills increase the duration of this skill.
    • Agility - also increases dodge chance and becomes immune to CC.
    • Feral Scent - Damage increases over time. Does more damage to bleeding targets.
    Ferocious Bite - Bite a target for XX damage and causes bleed.
    • Bloodthirst - Bite heals you for damage done
    • Rabid Bite - Spreads rabies to all targets in an area and stacks on target if they are repeatedly bit. (Poison, decreases heals by half)
    Takedown - Pins target and immobilizes them for two seconds dealing moderate damage.
    • Rend - Snares target for 5 seconds afterwards.
    • From the Shadows - Deals higher damage from stealth


    *** There is already an animation for the takedown skill and bite skill, just use the devour animation or the animation used to infect other players.
    ** For blood frenzy, add a red glow or color change to the eyes or fur.
    * Make more werewolf colors/models based off of hair color or race.

    One of the above posters suggested an idea to summon two wolves. This would be cool as well.

    Hircines Howl - Summons two wolves to fight along side you.
    • Dire Wolves - Wolves do more damage and have the ability to howl and fear enemies.
    • Aspect of the pack - Players gain 5% life for each summoned wolf within XX radius (Good for multiple werewolves in the pack and tanky players...)



    Passive Abilities:

    Pursuit – Increases stamina by 10% ( either this skill or savage strength should be used in both forms)
    Blood Rage – Generates 2 Ultimate by taking damage in humanoid form.
    Devour – Devours humanoid corpses to heal
    Savage Strength – Increases max stamina by 3% for every kill, stacking up to 5 times.
    Bloodmoon – Allows you to turn another player into a Werewolf once every 7 days, giving them the Werewolf skill line.
    Call of the Pack – Allows allies to remain in werewolf form for 3% longer. Affects up to five targets and stacks up to five times.
    Primal Energy - Increase the duration of WW transformation by 0.5 second for every 100 magicka a player has. (An idea to make were wolf more useful to magicka user)

    Edited by Arionic on 13 May 2014 18:41
  • Shayu
    Shayu
    ✭✭✭
    @Shayu, did you seriously receive that reply from ZoS or are you just pulling a prank? Sounds too good to be true.

    There are werewolves and stuff in Craglorn but the reply just finished saying the setting was in Cyrodiil. Perhaps they are going to have another patch that improves werewolves and vampires which also includes Cyrodiil.

    I'm serious. Why would I take the time to make this up? I want werewolves fixed too!

    Well originally I though a. they're busy nerfing vampires first, then I though b. They're going to BUFF vampires first, but then I thought c. it's a Craglorn world boss. Mostly because of the specific number 40. I don't know why he described Cyrodiil first if that's the case. Does anybody actually know where Craglorn is? Maybe it's in a section of Cyrodill that hasn't been added to the game yet. The part that has been added, after all, is just the center.
  • Graxixth
    Graxixth
    Yeah I am pretty disappointed with werewolf myself. I hate the fact that it is an ultimate... hate that it only lasts 30 seconds in which I am forced to run around like a nut to get kills... hate that it takes so long to gain the 1000 ultimate for that 30 seconds... hate that I do not have a full skill bar.

    I wish the werewolf was a toggle ability and that I could take my time hunting prey. Prior to release the devs said that they wanted the player to feel the "thrill of the hunt". Rushing from enemy to enemy as fast as possible does not give me that effect. I would much more prefer being able to stalk my prey slowly and pounce from behind trees or off of a cliff. The skill mentioned above about being able to detect stealth targets would be awesome too.

    I also would love to have a full skill bar with various claw and bite attacks.

    I hope something is done because werewolf was a major selling point for me that attracted me to ESO.
  • PurpleFox
    PurpleFox
    ✭✭✭
    Shayu wrote: »
    @Shayu, did you seriously receive that reply from ZoS or are you just pulling a prank? Sounds too good to be true.

    There are werewolves and stuff in Craglorn but the reply just finished saying the setting was in Cyrodiil. Perhaps they are going to have another patch that improves werewolves and vampires which also includes Cyrodiil.

    I'm serious. Why would I take the time to make this up? I want werewolves fixed too!

    Well originally I though a. they're busy nerfing vampires first, then I though b. They're going to BUFF vampires first, but then I thought c. it's a Craglorn world boss. Mostly because of the specific number 40. I don't know why he described Cyrodiil first if that's the case. Does anybody actually know where Craglorn is? Maybe it's in a section of Cyrodill that hasn't been added to the game yet. The part that has been added, after all, is just the center.

    Craglorn is a part of Hammerfell. Also, if this is true, i want to give "William" a medal for being the first ZOS employee to actually provide info on the matter, even if it is a bit cryptic.
    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • Shayu
    Shayu
    ✭✭✭
    Arionic wrote: »
    I think transforming and having a second skill line is fine, but make it more viable. You can even keep the transformation as the Ultimate, have the duration at 30 seconds but lower the cost and up the abilities and make it more viable or keep the cost the same and make it EXTREMELY strong. You could make the skills as follows. Each skill that adds duration can add 3 seconds per skill level (Such as berserker ultimate levels 1-5) of 5 seconds for the bites/kills.

    Werewolf Transformation- Werewolf Transformation- Transforms you into a werewolf and causes nearby enemies to run in fear. Increases your stamina, armor and run speed.
    • Pack Leader – Allies gain ultimate , health, stamina and run speed.
    • Werewolf Berserker – Increases attack speed (stacks) with each hit and adds bleed damage and duration.

    Pounce - Leaps to your target dealing physical damage and stunning off-balance targets.
    • Brutal Pounce – Deals damage to all enemies in the area.
    • Feral Pounce – Lowers armor of targets
    Roar - Causes fear, disorientation and off-balance to 3 nearby enemies for 3.5 seconds.
    • Ferocious Roar – Killing feared targets leaves nearby allies off-balance and disoriented.
    • Rousing Roar
      – Increases weapon power yourself and nearby allies.
    Blood Frenzy - Use stamina to become frenzied increasing attack speed and run speed . Kills increase the duration of this skill.
    • Agility - also increases dodge chance and becomes immune to CC.
    • Feral Scent - Damage increases over time. Does more damage to bleeding targets.
    Ferocious Bite - Bite a target for XX damage and causes bleed.
    • Bloodthirst - Bite heals you for damage done
    • Rabid Bite - Spreads rabies to all targets in an area and stacks on target if they are repeatedly bit. (Poison, decreases heals by half)
    Takedown - Pins target and immobilizes them for two seconds dealing moderate damage.
    • Rend - Snares target for 5 seconds afterwards.
    • From the Shadows - Deals higher damage from stealth


    *** There is already an animation for the takedown skill and bite skill, just use the devour animation or the animation used to infect other players.
    ** For blood frenzy, add a red glow or color change to the eyes or fur.
    * Make more werewolf colors/models based off of hair color or race.

    One of the above posters suggested an idea to summon two wolves. This would be cool as well.

    Hircines Howl - Summons two wolves to fight along side you.
    • Dire Wolves - Wolves do more damage and have the ability to howl and fear enemies.
    • Aspect of the pack - Players gain 5% life for each summoned wolf within XX radius (Good for multiple werewolves in the pack and tanky players...)



    Passive Abilities:

    Pursuit – Increases stamina by 10% ( either this skill or savage strength should be used in both forms)
    Blood Rage – Generates 2 Ultimate by taking damage in humanoid form.
    Devour – Devours humanoid corpses to heal
    Savage Strength – Increases max stamina by 3% for every kill, stacking up to 5 times.
    Bloodmoon – Allows you to turn another player into a Werewolf once every 7 days, giving them the Werewolf skill line.
    Call of the Pack – Allows allies to remain in werewolf form for 3% longer. Affects up to five targets and stacks up to five times.
    Primal Energy - Increase the duration of WW transformation by 0.5 second for every 100 magicka a player has. (An idea to make were wolf more useful to magicka user)

    Zenimax needs to listen to this guy. A werewolf is powerful and has a way of maintaining his form as long as he remains in combat. Because this would likely require there to be many targets around, this increases the chance of their being someone with the fighters guild skill line around, thus helping to balance things.

    If you ARE monitoring this thread ZoS. Let it be known that i particularly like the idea of the Blood Frenzy skill, and it's morphs! c:
    Edited by Shayu on 13 May 2014 22:07
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