WhitePawPrints wrote: »I honestly don't think making Werewolf a toggle is a good idea. It would fix the longevity issue but that's about all. Any additional fixes to an toggled Werewolf ability would cause serious balance concerns.
If the Werewolf had other fixes to make them actually feel like a big bad monster, then a toggle would easily make the Werewolf OP. I.e. Werewolves got a bite ability that increased health, Pack Leader had real benefits for other werewolves like life regeneration, higher stamina bonuses or anything else, or actually useful CC abilities like the Bloodmoon animation.
If Werewolf got some significant buffs, the timer auto-balances almost everything. Werewolves would be powerful in open fields with my suggestions on other threads, but useless against keep walls. If it was a toggle, then it'd be OP while assaulting keeps as well because you can just pop in and out of Werewolf form.
I'd much rather have the base timer increased, the time added through Devour increased, and more abilities added to fill the Werewolf ability bar. Increase ins survivability and longevity is what I'd much rather have. This can easily be done with my Pack Leader suggestions, and the ability bar being filled with useful abilities. And most importantly, remove the timer cap on the Werewolf timer.
WhitePawPrints wrote: »I honestly don't think making Werewolf a toggle is a good idea. It would fix the longevity issue but that's about all. Any additional fixes to an toggled Werewolf ability would cause serious balance concerns.
If the Werewolf had other fixes to make them actually feel like a big bad monster, then a toggle would easily make the Werewolf OP. I.e. Werewolves got a bite ability that increased health, Pack Leader had real benefits for other werewolves like life regeneration, higher stamina bonuses or anything else, or actually useful CC abilities like the Bloodmoon animation.
If Werewolf got some significant buffs, the timer auto-balances almost everything. Werewolves would be powerful in open fields with my suggestions on other threads, but useless against keep walls. If it was a toggle, then it'd be OP while assaulting keeps as well because you can just pop in and out of Werewolf form.
I'd much rather have the base timer increased, the time added through Devour increased, and more abilities added to fill the Werewolf ability bar. Increase ins survivability and longevity is what I'd much rather have. This can easily be done with my Pack Leader suggestions, and the ability bar being filled with useful abilities. And most importantly, remove the timer cap on the Werewolf timer.
A toggle gives us a slot (so to speak) to have out own unique ultimate. That alone adds a huge amount to anything given the power of ultimates in the game, speaking generally. Just because there is a toggle (again, in theory) doesn't mean perma-wolf - it just means possibly adopting another play style whislt opening other doors.
At least thats how I see it.
WhitePawPrints wrote: »I honestly don't think making Werewolf a toggle is a good idea. It would fix the longevity issue but that's about all. Any additional fixes to an toggled Werewolf ability would cause serious balance concerns.
If the Werewolf had other fixes to make them actually feel like a big bad monster, then a toggle would easily make the Werewolf OP. I.e. Werewolves got a bite ability that increased health, Pack Leader had real benefits for other werewolves like life regeneration, higher stamina bonuses or anything else, or actually useful CC abilities like the Bloodmoon animation.
If Werewolf got some significant buffs, the timer auto-balances almost everything. Werewolves would be powerful in open fields with my suggestions on other threads, but useless against keep walls. If it was a toggle, then it'd be OP while assaulting keeps as well because you can just pop in and out of Werewolf form.
I'd much rather have the base timer increased, the time added through Devour increased, and more abilities added to fill the Werewolf ability bar. Increase ins survivability and longevity is what I'd much rather have. This can easily be done with my Pack Leader suggestions, and the ability bar being filled with useful abilities. And most importantly, remove the timer cap on the Werewolf timer.
A toggle gives us a slot (so to speak) to have out own unique ultimate. That alone adds a huge amount to anything given the power of ultimates in the game, speaking generally. Just because there is a toggle (again, in theory) doesn't mean perma-wolf - it just means possibly adopting another play style whislt opening other doors.
At least thats how I see it.