@ScardyFoxGive 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.EDIT: Not only should we have a percentage chance to cause their CC to fail, but also send a back firing effect making them fall into a state of fear for 2 seconds, thus stopping them from spamming.
@ArionicTakedown - 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
-MeHercines 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
Especially the Pack Leader; maybe seeing a white werewolf that is obviously an Alpha would be more terrifying than seeing a lone werewolf transform to defend itself.
P.S.
For Hercine's sake bring back the four limb run from Skyrim.
@Brittany_JoyBrittany_Joy wrote: »Seemed so insightful 'till the dreaded error on the bottom of your post which is "Hercine" Seriously? You don't know the lore behind werewolves!
@Brittany_JoyBrittany_Joy wrote: »Seemed so insightful 'till the dreaded error on the bottom of your post which is "Hercine" Seriously? You don't know the lore behind werewolves!
So I misspelled it? "Hircine" In case you hadn't noticed this was published in the middle of the night, no need to be rude
I was tired
That made me lol, thanks XD@Brittany_JoyBrittany_Joy wrote: »Seemed so insightful 'till the dreaded error on the bottom of your post which is "Hercine" Seriously? You don't know the lore behind werewolves!
So I misspelled it? "Hircine" In case you hadn't noticed this was published in the middle of the night, no need to be rude
I was tired
Anyone else notice that references to Hircine are all over the place in this game, second only to Molag Bal?
@Brittany_JoyBrittany_Joy wrote: »Seemed so insightful 'till the dreaded error on the bottom of your post which is "Hercine" Seriously? You don't know the lore behind werewolves!
So I misspelled it? "Hircine" In case you hadn't noticed this was published in the middle of the night, no need to be rude
I was tired
Hircine*Anyone else notice that references to Hircine are all over the place in this game, second only to Molag Bal?
Yup. I wish Sheo was more prominent, I enjoy his humor, he seems like the kind of guy you would want at a party XD
Fav Daedric Gods:
- Hercine (That's how you pronounce it, so don't give me any lip about my spelling, this is deliberate this time XD)
- Sheogoraph
- Merida
- Nocturnal
- Boethia (Anyone remember Eltonbrand? That was an amazing sword)
WhitePawPrints wrote: »This "go-to guide" for Zenimax for information on Werewolves had clearly went way off topic. In addition to the "ninja edit" the original poster made after my response, I consider this has negated any legitimate discussion on this thread.
I pointed out the inaccuracies in your exaggerations on the oppositions' stance, so you removed those inaccuracies and added different exaggerations. Claiming that the majority of those that "suggest ideas for improvement" fall under your category that supports toggle is not just an exaggeration, but a heavily biased exaggeration.
To discuss ideas for additional abilities is a separate issue, not related to toggle. Toggle is an issue in its own because it would directly affect any additional abilities, and that is where I've made my argument. Speak of which, I must completely disagree with your implication that the lack of additional werewolf ability suggestions is due to the lack of ideas for improvement.
I have read the discussions surrounding the Werewolf Toggle suggestions. In my discussions, I have created several different possibilities to make a toggle function for Werewolves a possibility without affecting balance. I will always oppose the short-sighted solution of having toggle across-the-board.
If suggesting additional abilities, or ability changes to the werewolf life, is the only way to make an argument legit to you, then allow me: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%.
I created all these ideas off the top of my head. I can come up with dozens and dozens of suggestions for additional or changed Werewolf abilities. However, I am sure most people can see that many of these can cause some balance concerns, which is why I don't suggest ability changes or additions. Each new ability would require testing to see if it'd work as is, or if counters would have to be put in place. Right now, suggesting additional abilities is nothing more than speculating on what would be a good fit or not.
For the record, I consider myself a Roleplayer type of player. A good fifty percent of all my gameplay is roleplaying with others. I have one character, in which in my mind I have created an extensive story. I use emotes frequently, I help lower level players frequently.
I am a Roleplayer ES fan, I have suggested "ideas for improvments." I am OPPOSED to the toggle suggestion.
This is not a "go-to guide" for anyone. Spam negated the legitimacy of the thread, the "ninja edit" and biased statements negated the legitimacy of the discussion.
whatsername908 wrote: »I've also read and enjoyed most of the ideas offered on the forums and I'd like to add mine. I'm in favor of a complete overhaul, but not a toggle. I'll try to keep it brief.
Abilities:
- Active Ability 1: Cone AoE that deals damage to enemies in front of you.
- Morph 1: Adds % chance for critical hit on affected enemies.
- Morph 2: Increases player's armor-rating for several seconds equivalent to damage done- Active Ability 2: Single-target, two-second knockdown maul.
- Morph 1: Recover % health from mauled enemy.
- Morph 2: Blood Loss - Affected enemy is disoriented for several seconds with a % chance to miss on next attack.- Active Ability 3: Keep roar. Make it instant-cast.
- Get rid of Savage Strength and buff Pursuit.
Mechanics:
- Bump up heavy attack damage
- Increase reach. Werewolves have such long arms but still have to stand ON an enemy to hit them
- Keep ultimate cost around 600 and cap cost-reduction at 25% (meaning cost should never drop below 75%, or 450 Ultimate)
- Players can shift at-will at the werewolf shrine in order to bite if their ultimate is not ready, but shift immediately back when they leave the vicinity or after biting. Kills made here do not count towards ww leveling. Players that used their ultimate for their bite work as normal and are not forced back into human form after bite.
- Allow applicable passives to work in human form, as long as weakness is also active.
- Increase stamina regeneration drastically while in werewolf form.
- Remove cooldown on Devour
- Increase timer to 60 seconds upon transformation.
- Raise timer cap to a max of 3 full minutes reached through Devour. Stamina regeneration decreases by 12.5% every 15 seconds spent in ww form. After 2 minutes, stamina regen should be 0 ("Exhausted" debuff?). Players can still devour and increase timer, but should opt to change back to remove debuff. This way, players can remain werewolves as long as they like but at the cost of losing sprinting, active abilities, heavy attacks, and blocking once their stamina runs out. "Exhausted" werewolves would be very vulnerable and packs would obviously have a much better chance of survival.
Cosmetic:
- Four-legged sprint
- Do away with goofy-looking giant paws!
- Different fur colors (black, brown, grey or tan, and rusty reddish) selected based on character's hair-color. White fur reserved for pack-leader morph.
It's not perfect, it probably needs plenty more balancing, and the numbers are not totally solid, but I feel like this would satisfy a majority of players. It's not a toggle, but it has no real time-limit. Power tapers off the longer you play in werewolf form, so players can choose to be a super-powerful werewolf for 30 seconds and intentionally shift back before it starts wearing off, or players can extend the transformation for as long as they please at the cost of being much more vulnerable.
WhitePawPrints wrote: »This "go-to guide" for Zenimax for information on Werewolves had clearly went way off topic. In addition to the "ninja edit" the original poster made after my response, I consider this has negated any legitimate discussion on this thread.
I pointed out the inaccuracies in your exaggerations on the oppositions' stance, so you removed those inaccuracies and added different exaggerations. Claiming that the majority of those that "suggest ideas for improvement" fall under your category that supports toggle is not just an exaggeration, but a heavily biased exaggeration.
To discuss ideas for additional abilities is a separate issue, not related to toggle. Toggle is an issue in its own because it would directly affect any additional abilities, and that is where I've made my argument. Speak of which, I must completely disagree with your implication that the lack of additional werewolf ability suggestions is due to the lack of ideas for improvement.
I have read the discussions surrounding the Werewolf Toggle suggestions. In my discussions, I have created several different possibilities to make a toggle function for Werewolves a possibility without affecting balance. I will always oppose the short-sighted solution of having toggle across-the-board.
If suggesting additional abilities, or ability changes to the werewolf life, is the only way to make an argument legit to you, then allow me: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%.
I created all these ideas off the top of my head. I can come up with dozens and dozens of suggestions for additional or changed Werewolf abilities. However, I am sure most people can see that many of these can cause some balance concerns, which is why I don't suggest ability changes or additions. Each new ability would require testing to see if it'd work as is, or if counters would have to be put in place. Right now, suggesting additional abilities is nothing more than speculating on what would be a good fit or not.
For the record, I consider myself a Roleplayer type of player. A good fifty percent of all my gameplay is roleplaying with others. I have one character, in which in my mind I have created an extensive story. I use emotes frequently, I help lower level players frequently.
I am a Roleplayer ES fan, I have suggested "ideas for improvments." I am OPPOSED to the toggle suggestion.
This is not a "go-to guide" for anyone. Spam negated the legitimacy of the thread, the "ninja edit" and biased statements negated the legitimacy of the discussion.
WhitePawPrints wrote: »This "go-to guide" for Zenimax for information on Werewolves had clearly went way off topic. In addition to the "ninja edit" the original poster made after my response, I consider this has negated any legitimate discussion on this thread.
I pointed out the inaccuracies in your exaggerations on the oppositions' stance, so you removed those inaccuracies and added different exaggerations. Claiming that the majority of those that "suggest ideas for improvement" fall under your category that supports toggle is not just an exaggeration, but a heavily biased exaggeration.
To discuss ideas for additional abilities is a separate issue, not related to toggle. Toggle is an issue in its own because it would directly affect any additional abilities, and that is where I've made my argument. Speak of which, I must completely disagree with your implication that the lack of additional werewolf ability suggestions is due to the lack of ideas for improvement.
I have read the discussions surrounding the Werewolf Toggle suggestions. In my discussions, I have created several different possibilities to make a toggle function for Werewolves a possibility without affecting balance. I will always oppose the short-sighted solution of having toggle across-the-board.
If suggesting additional abilities, or ability changes to the werewolf life, is the only way to make an argument legit to you, then allow me: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%.
I created all these ideas off the top of my head. I can come up with dozens and dozens of suggestions for additional or changed Werewolf abilities. However, I am sure most people can see that many of these can cause some balance concerns, which is why I don't suggest ability changes or additions. Each new ability would require testing to see if it'd work as is, or if counters would have to be put in place. Right now, suggesting additional abilities is nothing more than speculating on what would be a good fit or not.
For the record, I consider myself a Roleplayer type of player. A good fifty percent of all my gameplay is roleplaying with others. I have one character, in which in my mind I have created an extensive story. I use emotes frequently, I help lower level players frequently.
I am a Roleplayer ES fan, I have suggested "ideas for improvments." I am OPPOSED to the toggle suggestion.
This is not a "go-to guide" for anyone. Spam negated the legitimacy of the thread, the "ninja edit" and biased statements negated the legitimacy of the discussion.
Another great set of suggestions in your spoilers, but, with the elongated claws, instead of all enemies (that seems OP to me), make it so 2 additional enemies take 50% of damage done to original target. That way it makes WW some what AoE like without being able to decimate large groups in PvP.