shinkicker444rwb17_ESO wrote: »^ what is that picture from?
I fear, that Zenimax is going to do nothing about this for a long time. Sure "Reduce Ultimatecost by 0.001%" per Patch to keep up the hope.
Why else are we not hearing things about this? They already posted a NB Post with upcoming changes... why not for WW?
Did the changes from last patch make you happy? Are you happy about WW now? Why don`t i hear more complaints? There where some promise made...
Besides fixing NB`s and not fixing Templars there are bugs and other "real" problems. But i would like to hear, that there are going to be some real changes to WW in the NEAR future aswell.
We have some great ideas here. I get it, you cant always get, what you want. But perhaps you might get what you need. And we need a functional WW.
I`d love to see a whole new class with new skilltrees, Amour-sets. Toggle- Ultimate and a heavy response from NPC`s, if they find out about you....
Perhaps there is even a plan for that in the future. But let me remind you of one thing. Dont let player get comfortable with one playstyle, only to rob them after several months and throwing them in the cold water. (asumed, we wait this long)
Stepwise would be enough, but do something...
I fear, that Zenimax is going to do nothing about this for a long time. Sure "Reduce Ultimatecost by 0.001%" per Patch to keep up the hope.
Why else are we not hearing things about this? They already posted a NB Post with upcoming changes... why not for WW?
Did the changes from last patch make you happy? Are you happy about WW now? Why don`t i hear more complaints? There where some promise made...
Besides fixing NB`s and not fixing Templars there are bugs and other "real" problems. But i would like to hear, that there are going to be some real changes to WW in the NEAR future aswell.
We have some great ideas here. I get it, you cant always get, what you want. But perhaps you might get what you need. And we need a functional WW.
I`d love to see a whole new class with new skilltrees, Amour-sets. Toggle- Ultimate and a heavy response from NPC`s, if they find out about you....
Perhaps there is even a plan for that in the future. But let me remind you of one thing. Dont let player get comfortable with one playstyle, only to rob them after several months and throwing them in the cold water. (asumed, we wait this long)
Stepwise would be enough, but do something...
Syrrisdevlin wrote: »feral pounce is just plain out crap as is if nothing els it needs to be changed from 1 sec of added ww time to 5-10secs because as is most the time it takes longer to pounce then the amount of time you gain from doing so.
WhitePawPrints wrote: »
Reading and discussing the "toggle" suggestions on these forums, I have found some alternatives that would make toggle possible with minimal or no impact on balance.
My objections to the toggle is because it has been my understanding that the suggested toggle model would be an across-the-board change to all werewolves. And in my opinion, it is a rather short-sighted change due to the fact that any additional ability added, or class change, would have a far greater impact on balancing than if a timer of any type exists. (An issue if a simple permanent werewolf was applied to current model would be the fact that werewolves can often be faster than horses, and with roar, they can easily escape a battle in very similar ways that Bolt Escape allows Sorc classes to escape. There is significant controversy over that ability already.)
However, I could never fully oppose toggle because I personally would enjoy it for roleplay purposes. I enjoy hanging out around Hircine's Shrine and to meet other werewolves. Hence, my first solution that would have toggle be a possibility: To create a small zone with the same affects as the Shrine would be one way to allow for those who want to play as werewolves, to stay in werewolf form. Hircine would open a portion of his Hunting Grounds as a Werewolf Sanctuary. This small zone would consist of a small settlement of Werewolf settlers, and plenty of NPC's for Werewolves to hunt (like Orcs) around it; with lots of possibilities of daily quests.
The second suggestion would be included in what would most likely be an expansion. The inclusion of a second tier of morph abilities. Specific to Werewolf Transformation, a second tier morph choice for either Beserker or Pack Leader (most likely Beserker) would be for a toggle morph (Werewolf Rampancy or named something similar) that would remove the Timer from the Werewolf transformation. This would be a tradeoff of (possibly) buffed Pack Leader and the other second tier morphs that will make the Werewolf stronger.
The first choice would be part of a larger content patch, if not an expansion but it has zero impact on balance. It would also be a great deal of fun in my opinion as I can see Werewolf guilds hanging out there. Maybe even some Werewolf specific set crafting tables can be implemented as well. The second choice would still be a balance concern.
WhitePawPrints wrote: »Pounce - Rename as "Rush" or "Tackle". Given the same affect as Pounce, this ability will close distance by having the Werewolf (four-legged) sprint and tackle, or "pounce" the enemy causing them to be knocked down.
(Morph Choice) Maul - Werewolf swings repeatedly while opponent is knocked down, dealing X damage each hit for six hits. The sixth hit deals 2X damage.
(Morph Choice) Feast - (Cooldown 1 second) Werewolf bites downed opponent, dealing X damage and recovering Y% of X damage into health.
Roar - Rename "Howl". Ability causes casting time to be active, but causes greater fear-affect duration.
(Morph Choice) Rally - Howl adds Z second to Werewolf timers for every Y second Howl is active. Howl only affects Werewolves within X distance of active ability.
(Morph Choice) Roar - Increase duration of fear-affect, and distance of Howl.
Werewolf Vigor - Active Ability - Werewolf becomes immune to Crowd Control abilities for X seconds. (Animation is the Shield icon that NPC's Werewolves have.)
(Morph Choice) Ravenous - Affect remains active during channeling abilities such as Howl or cooldowns such as Feast.
(Morph Choice) Strength - Werewolf gains X boost to Armor and Spell Resistance.
Ravage - Active Ability - Werewolf bites opponent dealing X Damage.
(Morph Choice) Hunger - Ravage now grants life leech of Y health.
(Morph Choice) Fury - If opponent is below X% Health, Werewolf will continue to attack dealing Y damage until opponent is killed, or Crowd Control affect is broken.
Ancestral Rage - Active Ability - Summon the spirit of a fallen werewolf (or regular wolf) to fight beside you for X seconds.
(Morph Choice) Soul Renewal - Summoned Spirit can now take damage. Increase damage to X amount, and remove timer.
(Morph Choice) Summon Y spirits to fight for X seconds.
Hircine's Blessing - Passive - Reduce Cost of Werewolf Tranformation by X%.
(Second Tier) Reduce by Y%.
(Third Tier) Reduce by Z%
Pack Member - Passive - (Beserkers) When active Pack Leader is nearby, gain X% life leech on all attacks. (Pack Leader) When Beserker is nearby, gain Y% Armor and Spell Resistance.
(Second Tier) Increase X and Y percentages.
Monster's Hide - Passive - Increase base Health by X.
(Second Tier) Increase Health by Y.
Bloodlust - Passive - After each successful Devour, gain X% armor and spell resistance. Stacks up to Z times.
(Second Tier) Increase Y% after each successful Devour.
Shadow - Werewolves can now sneak. Sneak radius on werewolf is increased (they're easier to detect).
(Second Tier) Werewolves don't suffer speed penalty while sneaking.
The Hunt - Passive - While werewolves are (four-legged) sprinting, they can activate Pounce to take down their prey.
(Second Tier) - Werewolves sprint speed is increased by X%.
Elongated Claws - Passive - Werewolves deal X% damage to all enemies nearby.
(Second Tier) Increase X%.
WhitePawPrints wrote: »Now for the true benefits of having a Pack Leader among a pack of werewolves would be to give it an ability that will increase Longevity and Survivability, like life leech or health regeneration. This would make a single Pack Leader among a lot of Beserkers a potent force to deal with. Current passive limitations like the stack of five werewolves would be acceptable too, causing for more Pack Leaders to be needed rather than one among 200 werewolves being impossibly overpowered. Regardless, the white werewolf would also become a larger target; which is why they should get a bit more of a durability bonus of health, armor and spell resistance. Simply, other werewolves should have a passive that will increase these effects on an Alpha. (i.e. One werewolf next to the Pack Leader will grant 5% health increase. Two werewolves next to Pack Leader grant 5% health increase and 5% armor increase. And so on.)
WhitePawPrints wrote: »
First, increase the base timer to at the very minimal of two minutes. This would give allow Werewolves to not feel so rushed to go find the first kills. It would give a greater sense of freedom when making that first transformation.
Second, increase the Devour bonus timer to approximately 30 seconds or more. Devour currently adds only about 5 seconds to the timer, and considering how long it takes to kill an NPC, even 10-20 levels below you, the current time added only delays the transformation back to humanoid form. Devour should accumulate time so that we can stay in Werewolf Transformation form longer, not just delay.
Third, and what I believe would be the greatest fix to the Werewolf longevity issue, is to REMOVE THE TIMER CAP. When in Werewolf form, we can Devour as many bodies as we kill which in the case of a camp raid, can be quite a few. However, if devouring more bodies than after our Timer is filled, those bodies have no benefit at all to the Werewolf time. The initial thirty seconds is all we can ever have, forcing us to rush to find the next meat to slaughter and devour. This alone makes the Werewolf Transformation feel far more stressful than it should be.
Razum_Khar wrote: »Werewolf does not feel like a "blood fury / rageing beast". It feels like a crazy race against a clock, with the player being punished for any errors in timing.
@Oronell very good idea!!!.....
I'm also hoping they will make other "skins" available for WW transformation.
- Black fur with a single white stripe down the spine (B)/White with black (PL)
- Black fur with blue tint, red tint etc
- Variations of brown/gold
- Reddish Brown
- Silver
These skins can be sold via the online store but also be made available via quest rewards.
ZOS_JessicaFolsom wrote: »Are the guys that work on stamina resource, werewolves and Templars on vacation? Is ZoS afraid to acknowledge that stamina users, werewolves and Templars are under performing right now? ZoS Can Templars get an independent forum post on things being worked on for them? Like how the Nightblades have one in the general forums?
No, we agree that all three need fixes and improvements, and are working on them. We're putting together the very type of comprehensive update post you mention. It'll go up this week, as soon as it' done.
ZOS_JessicaFolsom wrote: »Are the guys that work on stamina resource, werewolves and Templars on vacation? Is ZoS afraid to acknowledge that stamina users, werewolves and Templars are under performing right now? ZoS Can Templars get an independent forum post on things being worked on for them? Like how the Nightblades have one in the general forums?
No, we agree that all three need fixes and improvements, and are working on them. We're putting together the very type of comprehensive update post you mention. It'll go up this week, as soon as it' done.
@ZOSJessicaFolsom So where are Werewolf fixes/updates/thread?
We are waiting since games release for you to so something about it.
@ZOS_GinaBruno @ZOS_MattFiror
1)Ultimate cost should not be higher then 400
2) Werewolf should run on all four ''leggs'' like in skyrim and not like a human like it does in this game.
3)Werewolf form needs more abilities on the bar.....come on, even NPC werewolves have more abilities then player werewolves do. You already have animations, use them.
4)Werewolves need to be able to break CC. This game is full of CC-s and not being able to break them is suicide.
5) Werewolf berserker should have black fur and red eyes instead of a gray fur which is the same color of a newly transformed werewolf who just gained the skill line.
6) Werewolves in human form should either get some buffs like vampires do via passives or not take additional dmg from poison and fighters guild....i mean whats the logic/point there?
If you go for ''realism'' then any werewolf while in human form should be stronger then regular ''puny morta'' or ''average joe''.
ZOS_JessicaFolsom wrote: »Are the guys that work on stamina resource, werewolves and Templars on vacation? Is ZoS afraid to acknowledge that stamina users, werewolves and Templars are under performing right now? ZoS Can Templars get an independent forum post on things being worked on for them? Like how the Nightblades have one in the general forums?
No, we agree that all three need fixes and improvements, and are working on them. We're putting together the very type of comprehensive update post you mention. It'll go up this week, as soon as it' done.
@ZOSJessicaFolsom So where are Werewolf fixes/updates/thread?
We are waiting since games release for you to so something about it.
@ZOS_GinaBruno @ZOS_MattFiror
1)Ultimate cost should not be higher then 400
2) Werewolf should run on all four ''leggs'' like in skyrim and not like a human like it does in this game.
3)Werewolf form needs more abilities on the bar.....come on, even NPC werewolves have more abilities then player werewolves do. You already have animations, use them.
4)Werewolves need to be able to break CC. This game is full of CC-s and not being able to break them is suicide.
5) Werewolf berserker should have black fur and red eyes instead of a gray fur which is the same color of a newly transformed werewolf who just gained the skill line.
6) Werewolves in human form should either get some buffs like vampires do via passives or not take additional dmg from poison and fighters guild....i mean whats the logic/point there?
If you go for ''realism'' then any werewolf while in human form should be stronger then regular ''puny morta'' or ''average joe''.
Cyrdemaceb17_ESO wrote: »As stated in their recent way-ahaed postings, WW MAY get some changes. Which means its dead already. Let it rot and get vampire. They at least got some usefullness ALL THE TIME.
I think that werewolf's should have more emotes for the people who like to RP in werewolf from,and werewolf's should have a first person view option.anyway i love those ideas.ZOS_TristanK wrote: »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!
Genuinely thank you for this post, regardless if there is a bit of stick waving in it. People just want to see/hear SOMETHING is being done because of how utterly dismal lycanthropy has been implemented. The only public acknowledgment that has happened has been a nerf to the skill line - which given its current state has generated intense vitriol amongst your diehard wolves.
Since we're trying to be constructive here I'll add my two cents.
Drop the Ultimate Generation.
Werewolves should have its own ultimate like Vampire does. I am a maxed out werewolf with complete Salvation set. Yes, I can generate transformation faster, but it takes 5 slots of armor? Thats crippling. Yes, I understand that will cause major re-writes in certain armors and skills, but its so poorly implemented right now it seems an absolute.
Give us a dodge.
It will require animation tweaking (because it should be a roll but rather a mini pounce back/forward/left/right) but we are utterly defenseless against any and all CC/AoE. In a game that is inundated with CC of various kinds, thats a death sentence.
Give us a CC break.
I'm not sure why we were never give any - perhaps people thought we would be too overwhelmingly powerful with one, but that is clearly not the case. Again, in a game where CC is king this is just a bad design flaw. At the very least allow us a passive that gives us a percentage (pertaining to how many times its bought into) that causes CC attempts to fail on us.
This would also depend on toggled Transformations or not. If we're stuck with the pedestrian idea of Ultimate generated transformation, this would be something helpful. If we get a toggled one, that allowed for a much longer wolf time, it could be over-powered. Either or, we need SOMETHING in this regard. The game is insanely heavy with powerful CC - that again - neuters us instantly.
A one time Design on our wolf form.
Allow us to customize our werewolf one time. Nothing major or rather to the extent of creating a character when you start the game. However, fur color, SOME size adjustment, eye color, shaggy coat, slight height scaler? Something - hell, even add in a money cost to it after the first free adjustment.
However, having a bunch of clones running around goes against the heart of ESO and character individuality.
Animation
For the love of God, please fix the animation run - I feel like I should be listening to the Benny Hill theme when I am Frankenstein running my way around the place. Hate to invoke Skyrim, but the run there was certainly done well; perfectly I might say.
Transformation
I am one of the people who don't want it changed, just make the fear effect last (slightly) longer to cover its length. It is an incredibly useful tool in the game when used right. Perhaps add an aspect like Shadow Barrier (from the Shadow NB passives) to it as we transform.
Night Time
Vampires get slight enhances at night, which make sense. Give us something as well. Perhaps, at night time only, our sense of smell is increased making all targets within a decided radius "visible" to us. This should only be applicable in were form and were form alone.
Pounce
It needs some speed added to it, if possible.
I've tried to give a few examples of things not often said - there have been a lot of fantastic ideas given about actual abilities to add. Please, come at the community more often with "we're addressing it, thanks for the input" post rather than the polar opposite. So far we have mostly seen a nerf to the worst skill line in the game and some stick waving with the OP's choice of words.
We all realize there is a lot to do given the amount of bugs and such in the game. So Wolves must be fairly low on the ladder of things that must be done. However, a post every once in awhile saying "Hey, we now its not come out so great, we're gunna fix it" will release a lot of tension.
Of course I also know it will start raising calls for "how long will this take!?" but that is far better than abject silence on such a abysmally received skill line. At least if you let people know something is being done, some of the forums will be policed by members asking for patience. As it is right now though - its a bad (if not horrific) idea to remain deathly silent over a "class" that has some serious die-hard fans and some serious issues with it.
Thanks.
and when i transform in the zone for the god of schemes quest this happens to me to.Connorwatson2009b16_ESO wrote: »https://www.youtube.com/watch?v=rdEz6GFl1oQ&feature=youtu.be this is the bug that happens to me
Ikata_Stormcloud wrote: »Just my two cents from another perspective.
TL:DR Make Werewolf a toggle with a timer that only runs down in combat so us RPers can actually RP as Werewolves
I've been an RPer for many years now, from tabletop, to forum, to in games such as ESO, and while I am aware that most game developers cater to the PvPers and the PvEers first some thought should be given to us RPers as well. (As an aside I do think ZOS have done a modicum of that with the amount of character customisations, the revisit able lore library and so forth)
With that in mind I'll give some context - I've had the same Orc in almost every game I have RPed, or at least incarnations of him, with a few things that always, always remain the same:
- He blends Melee combat with destruction magic (usually heavily shock focused, with either a two handed axe/sword or dual axes/daggers)
- He wears a 'medium' armour set (a blend of furs, mail and leather)
- He's bald
- He has a HEAVY affinity with the Wolf. (In WoW that was done via the Frostwolf clan, the Shaman class (it fit with the rest) along with the many wolf visage head pieces available. In the ES games he's always had lycanthropy. So on and so forth.)
The most successful ES incarnation has to have been my Skyrim Character - with the Stalhrim light set, Dragonbone Axes and a LOT of graft into enchantment, smithing and alchemy I managed to create my Orc almost perfectly. The elemental magic manifesting though Shock and Frost enchants as well as having Shock spells as openers to fights, with my ultimate means of approaching difficult fights being Beast Form, coupled with Beserker rage it was almost unstoppable and once you had skill investment you could keep it up almost indefinitely as long as you had enough corpses to feast upon. If I had to make a guess as to the longest time I spent roaming the wilds as a Werewolf I'd probably put it close to three hours, rampaging through bandit camps, dungeons etc, without ever losing the form. This all of course was wonderful and fit perfectly with the character in my head - there was just one small downside, I was alone.
When I saw we'd have access to the Werewolf skill line in ESO I rejoiced! Finally I'd be able to create the perfect incarnation AND have people I could share it with, both in random RP encounters (he's an Orc following the Code of Mauloch, he takes most insults as a reason to cave a few faces in, as well as honouring Hircine through the hunt) where if things were going sour i.e his fighting prowess and Storm magick wasn't cutting it - BOOM - Werewolf form to either flee (very unlikely) or savage the unsuspecting bar patron that thought it would be funny to call him an ugly brute - and of course RP though the fall out of such a transformation however it would play out. As well as through pack RP; organised hunts, pack meetings, fights to decide who is alpha etc etc.
The ideas in my mind, the excitement at the endless possibilities finally open to me in this MMO were euphoric. Until I got the form.
After leveling at a fairly intense rate during Early Access, while still drinking in the world and the lore around me, I finally got to Bangkorai to begin my hunt for that elusive Werewolf bite. Of course initially that was an utter disaster as I was unaware of the moon phases, and how that affected the spawns. I spent a good three hours running around like a madman, naked (for I didn't fancy damaging my gear if I did find the wolves) and spinning around and around looking all different directions... For four days that continued, the pattern ended up being I'd sleep during ESO days and have alarms set for ESO nights to check for spawns. Then finally after four days of nothing there they were. Those glorious Wolf like humanoids. I rejoiced, as with hands trembling from excitement I charged into the fray, immediately taking several big hits and seeing a disease pop up on my buff bar. I hurried from the Wayshine into Evermore, accepted the quest and was on my way. - I wont spoil the quest here for those that may not have done it -
Needless to say I was anxious to test my hard earned Werewolf form so I farmed a few packs, got the ultimate and was ready to rampage... I don't think I need to tell you how cripplingly disappointed I was.
I wont go into what I think needs to change for the combat mechanics as I believe others here have covered that very well and the point of all the stuff above isn't about combat. Instead I will gear what I am about to suggest towards RP; pooling from several of my guild mates as we'd all have the desire to RP a werewolf.
Make the form a toggle. Please, I beg of you!
If any of you have any RP experience you'll know that it is often a very timely process, especially as there is no 'duel' function for those people that would rather settle in character disputes with actual combat, emote fights can sometimes take hours if the combatants are evenly matched. Meaning the meagre duration of the WW form currently leaves us woefully lacking in time to actually utilise our gift in character. Not to mention the idea of Pack meetings, hunts, setting up territories, patrolling those territories etc etc is simply impossible. Sure we -can- do it in our human forms but in my mind one of, if not the, most important factor within RP is immersion and lets face it if we can't be in our WW form while RPing as a WW - what's the point?
Another big attraction of the WW form is the increased run speed; in Skyrim, playing as an RPer, I refused to fast travel, nor would I ride a horse because for the most part I think Orcs look ridiculous on horseback, so if I needed to get somewhere in a hurry - I'd take to four legs and begin the run, stopping now and then to kill and devour a deer/elf or unsuspecting hunter/lone human(oid) in order to maintain my form. Yet I'll never take on my WW form simply to move faster in ESO because the mechanics just simply don't allow it. If it was a toggle I'd be able to do so.
"But indefinite Werewolf form would be overpowered!" I hear people cry: honestly with the state its in at the moment it would put us at a disadvantage. Utilising Atropos' The Reaver build I have so much sustain in my human form while in combat that most of the time the only way I will die is if I pull slightly too many mobs while in my single-target loadout and even then the chances are if it's under 8 I'll survive as long as I play safe. Heck while travelling though Reaper's March at vr4 I soloed ALL of the worldbosses without an issue. Had I been in my Werewolf form I doubt I'd manage that at all. However if you insist there MUST be a timer for Werewolf form, make it ONLY run down in combat This gives us RPers what we want, the ability to properly RP in our Lycanthropic forms without having to constantly go off and farm more Ultimate (which I might add - as we're often not in level appropriate zones for the sake of actually making sense - can be a very very difficult process) while maintaining a 'fairness'
Such would also give us more usefulness in Cyrodil as we could properly act as scouting parties/Pack assault groups yet would be limited to the time we could spend in combat. It would -also- mean that devour would actually be worth doing as we'd not lose most of the time gained from devouring while devouring.
Obviously I understand that RP isn't top priority but we pay our sub the same as anyone else and I think certain issues need to be addressed.