I think the only changes that will ever be considered would be the ones that are easy to implement.
My suggestion for Werewolf would be to allow usable class skills that are either buffs or defensives to be dragged onto the werewolf bar. All of these could use the "Howl" animation plus whatever spell effect was used so as to require easy implementation.
Usable skills would include:
Dragon Knight
- Spiked Armor
- Reflective Scale
- Molten Weapons
- Obsidiun Shield
Sorcerer:
- Bound Armor
- Conjured Ward
- Lightning Form
- Surge
Nightblade
- Blur
- Haste
- Shadow Cloak
- Siphoning Strikes
Templar
- Sun Shield
- Blinding Light
- Restoring Aura
- Rune Focus
I also think that the Werewolf would need to be a toggled Ultimate similar to how Overload works for Sorcerers -
Werewolf Transformation - Transforms player into a werewolf form that drains Ultimate. Increases Stamina, Armor, and run speed. Attack damage is derived from max stamina. Toggle to activate. 500 Ultimate, Instant
Some of the passives would need changing to benefit a toggled Ultimate, as well as something that gives you a bonus out of form.
Devour - Can devour humanoid corpses to earn 25 Ultimate.
Call of the Pack - Reduces the amount of ultimate drained from werewolf transformation on nearby allies by 3%/5%. Effects up to 5 targets and stacks up to 5 times.
Swift - Increases run speed by 30%.
Lastly, I believe that Vampires and Werewolves should be strong in this game, and the Fighters Guild skill line should provide strong counters to them.
Edited by Brizz on 27 June 2014 10:26 :.,_,.:*"'"*:.,_,.:*"'"* Guild of Shadows *"'":.,_,.:*"'"*:.,_,.:Briizz - v14 EP Werewolf Nightblade <Former Emperor - Chillrend NA>
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