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Had an idea for Werewolves ult cost

Elyna
Elyna
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Have it decrease by 50 instead of 25 while the initial ult cost will still be 1000 and while you progress in lvls, your transformation time will increase by 10%. This is to encourage new Werewolves, but also appeal to the vets who took the time to max out their skill. It would also help lvl their abilities thanks to the longer transformation time

When I played the beta and was asked questions, I was always asked "Did you feel like you were progressing?" Werewolf doesnt have the same satisfaction as progression like Vampire does. When I got to max Werewolf transformation, I felt no different between when I first got it. You dont feel powerful as a Werewolf. Yeah the transformation is nice but real power is control, do any max lvl Werewolves feel like theyre in control of their gift? I personally still felt as restricted as I did when I first got WW form, it felt unrewarding to take the time to grind up ult points.

I really hope someone at Zenimax reads this and comments on it.
  • WhitePawPrints
    WhitePawPrints
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    It is true that the Werewolf does not feel as if its progressing at all. Once you get the only two active skills for the werewolf, your progression really stops there. There are ways to level up your Werewolf Transformation so it cost less, and ways increase your damage and speed but that is so meaningless when you're only in werewolf form for 30 seconds.

    I posted a thread that suggested ideas for the Pack Leader that would increase progression, survivability and longevity but I think the most critical fixes to the werewolf is removing the timer cap that's on it, and increase base timer to at least 120 seconds. Devour should add 30 seconds too, not just 5 seconds (3 of which are spent on the animation of Devour).
  • Elyna
    Elyna
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    It is true that the Werewolf does not feel as if its progressing at all. Once you get the only two active skills for the werewolf, your progression really stops there. There are ways to level up your Werewolf Transformation so it cost less, and ways increase your damage and speed but that is so meaningless when you're only in werewolf form for 30 seconds.

    I posted a thread that suggested ideas for the Pack Leader that would increase progression, survivability and longevity but I think the most critical fixes to the werewolf is removing the timer cap that's on it, and increase base timer to at least 120 seconds. Devour should add 30 seconds too, not just 5 seconds (3 of which are spent on the animation of Devour).

    On a side note. They need to remove that invisible cooldown for devour. That imo is the worst thing ever. Youre basically shacking people wiith an invisible mechanic. The timer should reset when you get a kill.
  • WhitePawPrints
    WhitePawPrints
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    Elyna wrote: »
    On a side note. They need to remove that invisible cooldown for devour. That imo is the worst thing ever. Youre basically shacking people wiith an invisible mechanic. The timer should reset when you get a kill.

    That... is a great idea actually. Add a passive that just like Soul Lock that on 15% of your kills, it gives you time. Devour would just add bonus time.

    For the invisible delay on Devour, I haven't noticed any but then again I haven't transformed since the last patch. If there is a cool down on that ability then that is a complete negating factor for the ability to Devour. Devour would be completely pointless if there's a timer cool down on an ability to add time.

    I don't think anything should reset the timer because I still think the timer cap should be removed completely. If I kill and devour a group of 30 NPC's, I'd like to be able to run around for thirty minutes without having to devour more NPC's. That is how Skyrim's Werewolf worked, and it worked great.
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