Brittany_Joy wrote: »What if, instead we keep the 30 second werewolf timer and reduce the ultimate cost to 350 or so. The reduced cost should allow us to redesign Blood rage to increase our damage done up to a possible 50% while we are under 50%, it buffs our damage, gives us a bit of an edge in duels, and still requires us to be in a pack to receive the full benefit. Shields casted on you, from allies, while having low HP will increase your damage output by a decent amount but still allow enemy players to counter you.
Brittany_Joy wrote: »I would also like to suggest we actually keep our class passives and set bonuses, since it seems to not function in form, and receive a HP regeneration buff, probably 50%. The HP regeneration buff will give us some sustain while we keep our enemies under our control by roaring and pouncing on them but still allows enemy players to counter us with HP regeneration debuffs. Again, being in a pack will still be beneficial because they can use purge and we still get our HP regeneration buff, which should be constant while in werewolf form.
Brittany_Joy wrote: »I dislike Howl of the Pack because I think we should get an execution ability instead, like a ferocious bite. I think the ferocious bite ability should function the same as the Two-Handed Reverse Slash; Ferocious bite deals an X amount of damage and increases damage based on the target's health loss up to a possible 300%. The base damage and the increase to damage based on hp lost is great to allow us to use this during the fight instead of near the end. Ferocious bite can be morphed to reduce the target's armor or restore HP by a low percentage but can be used through out the fight.
Brittany_Joy wrote: »@cbrown15_ESO, The reason why I suggested we keep the 30 second timer is to keep werewolves from being the prime Scroll carrier, a permanent increase to movement speed will definitely do this. Unless, the movement speed is already balanced enough to justify a permanent werewolf form.Werewolves aren't that fast to even make this an issue. The new Call of the Pack passive will basically make it so you never lose werewolf form while in combat, if you are near your pack. With devour, Feral Pounce, and the revamped Call of the Pack you will never lose the werewolf transformation while in combat. Being out of combat will make you rely on the devour passive only to maintain the werewolf form. But the reduced cost will still make it easier for you to transform back into a werewolf when the next conflict arises.
Brittany_Joy wrote: »The Blood rage revamp is to make it so players do not use werewolf passives to cast another ultimate faster. The increased damage is an excellent trade off becuase we get an additional 50% damage and is sort of an equivalent passive to Undeath. The reduced ultimate cost will also give players more incentive to save their ultimate for their werewolf transformation and make the cost of werewolf transformation more efficient. The high cost and ultimate generation sort of force players to only use another ultimate instead of the werewolf transformation.
Brittany_Joy wrote: »The HP regeneration could be combat regen which will ignore the combat regen soft cap. Players only receive the full benefit of normal, class passives out of combat.
Brittany_Joy wrote: »An execution ability is greatly needed for our werewolf skill line because we are supposedly designed to deal massive burst DPS. The Ferocious bite morph will either increase your own damage output or increase your sustain in combat.
cbrown15_ESO wrote: »Brittany_Joy wrote: »@cbrown15_ESO, The reason why I suggested we keep the 30 second timer is to keep werewolves from being the prime Scroll carrier, a permanent increase to movement speed will definitely do this. Unless, the movement speed is already balanced enough to justify a permanent werewolf form.Werewolves aren't that fast to even make this an issue. The new Call of the Pack passive will basically make it so you never lose werewolf form while in combat, if you are near your pack. With devour, Feral Pounce, and the revamped Call of the Pack you will never lose the werewolf transformation while in combat. Being out of combat will make you rely on the devour passive only to maintain the werewolf form. But the reduced cost will still make it easier for you to transform back into a werewolf when the next conflict arises.
Having PvP'd, I can tell you from experience that a werewolf isn't going to sprint cross country carrying a flag. Once the changes to vamp and the electric teleport go through, big tanky characters are going to be scroll carriers not werewolves. The added speed of a werewolf won't be noticeable to most, especially to bow and ranged classes. Furthermore, devour will do diddly squat as you require corpses to use it. The time is still too short to make it viable, and very few are going to go werewolf just to get the increased time just because it's unwieldly and actually prone to making you inferior in PvP, not better. People will prefer someone that can actually be defensive and tanky carrying the scroll, not someone that gets a slightly better run speed over a normal character.
Fact is fact, 30 seconds will never, ever be viable in the game as it stands now, and attempting to make an ultimate ability that is suppose to make us a badass monster of death doesn't even accomplish that, 30 seconds is just too easy for most PvPers to get around leaving the werewolf still high and dry.Brittany_Joy wrote: »The Blood rage revamp is to make it so players do not use werewolf passives to cast another ultimate faster. The increased damage is an excellent trade off becuase we get an additional 50% damage and is sort of an equivalent passive to Undeath. The reduced ultimate cost will also give players more incentive to save their ultimate for their werewolf transformation and make the cost of werewolf transformation more efficient. The high cost and ultimate generation sort of force players to only use another ultimate instead of the werewolf transformation.
So, you are saying we should be punished? That's literally what every other player does with other core class abilities or skill lines that do that, without having to waste a slot to house a werewolf transform to get the benefit, or needing to be hit to benefit. The point of blood rage is to use werewolf transformation fast, but having options is what this is about. Changing that to damage only removes options, and pretty much negates the transformation completely, as the point is that the madder a werewolf gets the more likely they are to change.Brittany_Joy wrote: »The HP regeneration could be combat regen which will ignore the combat regen soft cap. Players only receive the full benefit of normal, class passives out of combat.
I don't think you are understanding how little the actual benefit of combat regen plays in the grand scheme of PvP especially.Brittany_Joy wrote: »An execution ability is greatly needed for our werewolf skill line because we are supposedly designed to deal massive burst DPS. The Ferocious bite morph will either increase your own damage output or increase your sustain in combat.
I didn't disagree with that, but your bonus damage is what I am calling into question. That's really high, not to mention the morphs pretty much mirror what I put down for Scent of Blood.
it wold be nice if they added more rest zones where you can stay a werewolf if you transform so there are some spots where you can RP as a werewolf.
ChampionSheWolf wrote: »I don't think it's even a small secret that the werewolf skill line is nearly unusable and more of a detriment to actually gain than a boon. So the following are my suggestions on fixing it. This includes both QOL, bug and graphical fixes that I feel are needed.
QOL CHANGES REQUESTED
- Reduce the cost of the transformation Ultimate to base 500 points.
- Increase the duration timer. In Skyrim the base duration was one in game hour. In ESO this would be 15 minutes. While werewolf transformation is active, the transformation should count as a toggle that a player can choose to turn off when activated, thus prematurely ending the werewolf form, but still lose all Ultimate points, regardless.
- Give werewolves the ability to dodge attacks.
- Increase the damage output while in werewolf form due to the fact we can't use most of our weapon abilities. Have this scale based on the werewolf skill line level.
- Allow werewolves to use 50% of their werewolf line perks while in humanoid form. This is the biggest stickler for werewolves that we get all of our penalties, but none of our perks, while in humanoid form.
- Allow werewolves to enter stealth mode. Drops to all fours when they do.
- Change Pursuit to Bestial Vigor, increasing Health and Stamina by 10%/20%.
- Add a second rank to Devour that is unlocked around werewolf skill 30. This second rank will allow werewolves to feed from nearly any type of corpse.
- Change Savage Strength from increasing base Stamina to instead Increase base Damage.
- With the change to the timer to 15 minutes, Call of the Pack should increase Ally Speed 3%/5% or damage or offer improved stealthing skills.
- New Werewolf Power: Scent of Blood - Toggle, uses Magicka. Allows the werewolf to see stealthed individuals up to 30 feet away. Morph 1 - Hunter - This allows the werewolf to heal a small amount of damage for each hit they deliver in combat, once every 2 seconds. Morph 2 - Predator - This also gives the werewolf improved stealth.
- New Werewolf Power: Howl of the Pack - Summons two wolf allies to aid the werewolf in combat. Toggle, costs stamina and reduces max stamina by 10%. Morph 1 - Allies of the Moon - This summons two additional werewolves to fight beside you, but reduces max stamina by 20% instead. Morph 2 - Allies of the North - This summons two spirit wolves that inflict frost damage.
GRAPHICAL AND ANIMATION CHANGES REQUESTED
- Use the Skyrim werewolf model. I understand it will require some tweaking due to it's poly count for ESO, but please. The current ESO werewolf is very much laughably designed, to be blunt.
- Use the animations from Skyrim for walking, running and sprinting, as well as a stealth animation where the werewolf walks on all fours naturally.
- For a refresher, pic of Skyrim werewolf is provided below.
In closing I think these changes right here would go a long way into improving the werewolf, not only in the solo experience but also in the team environment. The current werewolf design is very much designed as a solo thing, with very little team viability, despite werewolves and wolves in general are suppose to be pack oriented. On top of that, it's a poor solo experience due to the fact that the werewolf doesn't have any viable mitigation or tactics that make it useful beyond a novelty experience, unlike the vampire. Even the upcoming reductions to the vampire skill line still make it more desirable than the current werewolf.
ChampionSheWolf wrote: »I don't think it's even a small secret that the werewolf skill line is nearly unusable and more of a detriment to actually gain than a boon. So the following are my suggestions on fixing it. This includes both QOL, bug and graphical fixes that I feel are needed.
QOL CHANGES REQUESTED
- Reduce the cost of the transformation Ultimate to base 500 points.
- Increase the duration timer. In Skyrim the base duration was one in game hour. In ESO this would be 15 minutes. While werewolf transformation is active, the transformation should count as a toggle that a player can choose to turn off when activated, thus prematurely ending the werewolf form, but still lose all Ultimate points, regardless.
- Give werewolves the ability to dodge attacks.
- Increase the damage output while in werewolf form due to the fact we can't use most of our weapon abilities. Have this scale based on the werewolf skill line level.
- Allow werewolves to use 50% of their werewolf line perks while in humanoid form. This is the biggest stickler for werewolves that we get all of our penalties, but none of our perks, while in humanoid form.
- Allow werewolves to enter stealth mode. Drops to all fours when they do.
- Change Pursuit to Bestial Vigor, increasing Health and Stamina by 10%/20%.
- Add a second rank to Devour that is unlocked around werewolf skill 30. This second rank will allow werewolves to feed from nearly any type of corpse.
- Change Savage Strength from increasing base Stamina to instead Increase base Damage.
- With the change to the timer to 15 minutes, Call of the Pack should increase Ally Speed 3%/5% or damage or offer improved stealthing skills.
- New Werewolf Power: Scent of Blood - Toggle, uses Magicka. Allows the werewolf to see stealthed individuals up to 30 feet away. Morph 1 - Hunter - This allows the werewolf to heal a small amount of damage for each hit they deliver in combat, once every 2 seconds. Morph 2 - Predator - This also gives the werewolf improved stealth.
- New Werewolf Power: Howl of the Pack - Summons two wolf allies to aid the werewolf in combat. Toggle, costs stamina and reduces max stamina by 10%. Morph 1 - Allies of the Moon - This summons two additional werewolves to fight beside you, but reduces max stamina by 20% instead. Morph 2 - Allies of the North - This summons two spirit wolves that inflict frost damage.
GRAPHICAL AND ANIMATION CHANGES REQUESTED
- Use the Skyrim werewolf model. I understand it will require some tweaking due to it's poly count for ESO, but please. The current ESO werewolf is very much laughably designed, to be blunt.
- Use the animations from Skyrim for walking, running and sprinting, as well as a stealth animation where the werewolf walks on all fours naturally.
- For a refresher, pic of Skyrim werewolf is provided below.
In closing I think these changes right here would go a long way into improving the werewolf, not only in the solo experience but also in the team environment. The current werewolf design is very much designed as a solo thing, with very little team viability, despite werewolves and wolves in general are suppose to be pack oriented. On top of that, it's a poor solo experience due to the fact that the werewolf doesn't have any viable mitigation or tactics that make it useful beyond a novelty experience, unlike the vampire. Even the upcoming reductions to the vampire skill line still make it more desirable than the current werewolf.
That's the main thing that bugs me about werewolf's in TESO you're stuck with just two skills until the werewolf timer runs out.I generally despise commenting on suggested changes on game forums, but these changes are really great. None of them are too OP.
This strikes at the heart of my problem with werewolf, only two skills on the bar.
+1