I just recently completed the Werewolf quest. And I will have to agree with the OP of another post (I posted my own so as not to hijack the other post) in that there needs to be some response to the problems that WW players are having. I know there is one fix that is posted in the Patch Notes for 1.2.0 on the PTS:
"Werewolf
General: Fixed an issue so transforming out of werewolf form when you are crowd-controlled will no longer break your light and heavy attacks."
But that is all we have heard. And there are many, many issues that need to be addressed.
Ultimate points resetting to zero for no reason (seems to happen when zoning) is one BIG one. This is game breaking as it severely slows a WW players ability to level.
Ultimate points gained while transformed kept after transforming back to human form.
Transformation time is too low. Make is toggleable. If you transform into WW form, then back to human form, have a 45 sec cool-down before transformation can be done again, or keep the initial transformation tied to Ultimate points. Personally I think the Ultimate can be used for something better. It has been suggested to have a quest for WW players to make transformation toggleable, but they need to do something.
Now I too don’t want to see a bunch of WW running around the cities, so I have a idea for that. And this can add some cool playability/RP ability. When a player completes the WW quest they get the “Lycanthropy” buff (this already happens). But this buff also makes them “noticeable” to the NPC Fighter’s Guild. So said player enters a city to do their post grind banking, and notice that after a few minutes there seems to be a couple (that is 2) Fighter’s Guild NPCs that are following them (at a distance outside buildings, inside large buildings the Fighter’s Guild NPCs would enter and “wander” in the building. Small buildings the Fighter’s Guild NPCs would be waiting somewhere outside, just standing around). These Fighter’s Guild NPCs would be attackable, but yellow. If the player accidentally hits them (or attacks them purposely), they become aggressive, and the player uncontrollably transforms. Once the transformation happens, ALL GUARDS will attack on sight (double aggro radius), there is a price for transforming in a city. If the player dies, well the rez at the nearest wayshrine (or use soul gem) back in human form as normal.
Now, to make this fair there is a change I would like to see for the Vampires (yes, I was a vamp for a couple weeks). Changes to Vampiric Stage needs to be changed to 1 to 2 hours, you will see why in a second. Vamp stage 1, no one notices or cares. Vamp stage 2, NPCs begin to be nervous around you. Ask you if you are feeling well. Vamp stage 3, NPC Fighter’s Guild takes notice, and you have the followers like the WW player has. If you attack the NPCs, you switch to Vamp Stage 4 and the fun begins. Vamp stage 4, you are attacked on sight by guards and Fighter’s Guild NPCs. This still allows a Vamp player to go to town to do what they need to do and not be bothered, just be in stage 1 or 2. Now for those who like to be in Stage 4 for PVP, they could make attacking another player automatically puts the Vamp player in Stage 4, or maybe the PVPers can come up with a cool way for this.
These Vampire changes I feel need to be done because unless you are a Sith playing SWTOR, walking around with pasty white face, glowing red bloodshot eyes should draw some kind of attention.
This is a fight ONLY BETWEEN THE VAMPIRE/WW PLAYER AND THE GUARDS AND FIGHTER’S GUILD NPC’S. Other players grouped with the WW player are NOT involved, regardless if they are also WW players or Vamp players. Other NPCs (quest givers, bankers, vendors, etc…) will ignore the fight and will still be usable by other players. It would make more sense for them to run in fear, but we need to do this to not affect other players. Player members of the Fighter’s Guild WILL NOT be able to join in the fight, we don’t need the banks and other buildings to be turned into PVP zones.
Back to Werewolf:
There has been many postings that suggested some more active attacks, I agree with most of these. There needs to a BITE attack (we are werewolves, you know) and a swipe attack for AOE.
The animations for the attacks need to be refined. The BITE could be a 2 sec stun, so it could show the WW player leaning over with teeth biting into the shoulder for 2 seconds. The Heavy attack and swipe can look similar, but please change it from the big clap that is currently the Heavy WW attack.
Locomotion (walking/running): Let us walk on two legs, but run on all four. It will just look so much cooler.
To the Community Representatives and/or Developers who read these boards, please at least give us some indication that you are looking into these many, many suggestions from the players.
Thank you.