I decided to expand on the discussion listed in this spoiler:
After some Brainstorming, here is what I come up with:
Night Shifts
Forget Lunar Transformations! Make it every night! Give a random chance every night to involuntarily shifting into Werewolf form, with the highest chances during the Full Moon. This makes the Werewolf Skill more of a double-edged sword, giving great power at the cost of learning great responsibility.
Maximum Level Skill Perk
Give a perk that rewards you for your progress through the Werewolf tree, and create a perk that increases the power of your bestial form, reducing the ultimate cost, and a bunch of other things, at the cost of also passively making you weaker to certain forms of damage, like poison. It'll also make you weaker in human form (by about 2-3%. That's a lot in the late game, but it isn't demoralizing). Again, going with the theme of a double edged sword.
New Abilities
Really? Only two abilities? Okay, that needs to change!
- Sweep: Give the enemy a piece of their own medicine and swipe them all at once! It does a fixed, leveled amount of damage to all targets in front of the Werewolf, and it'll hurt. Possible morphs could include a tanking ability (taunting all enemies hit), and an offensive ability (increasing damage and shredding armor)
- Rejuvenation: Who said a Werewolf can't heal himself? Rejuvenation is an ability that applies a HoT to the Werewolf only. This will increase his survivability in combat without having to rely on potions or a friendly healer. Morphs could be similar to the morphs of Regeneration, only that it it applied to the Werewolf only. This should be the only Magicka-based ability.
- Focus Senses: More of a buff than anything else, Focus Senses is similar to Surge from the Sorcerer class, doing a fixed, leveled stat boost to Power, attack speed, and defense. It won't increase resource pool sizes, so the costs remain the same. Morphs could include either boosting the power bonus or the armor bonus.
Passives
I think there needs to be more passives having to do with the human form, and maybe a passive-based path depending on how you want to control your bestial form. Do you want to rely on your bestial strength more often? Or do you want to grow in harmony with your bestial side? The choice should be yours.
One thing that needs to be changed is
Devour, which, despite being useful for leveling your Werewolf form, needs a serious upgrade. I can't heal with Devour? What the actual f***! You're eating somebody's heart! Plus, the time bonus isn't even that great. Do I really need to explain what needs to be done here? Just frickin' do it!
Other Fixes
Just so it doesn't get repetitive, I'll just list the fixes.
- Werewolf animations aren't beast enough. Enough said.
- Let me customize my Werewolf! Thinner body? More fur colors? Ripped clothing? Do it, do it, do it!
- More blood! MORE CARNAGE!!!
Oh, the good old days... Well, there you have it...
To expand on the discussion in FIX THE WEREWOLF thread, I wanted to list a few other points, plus an expanded list of possible abilities. So, let's get started.
- For starters, you really only need to activate one quest for the Werewolf Skill line. Once it was done, that's it. To change that, there should be an expansive quest line to: Gain extra strength; Learn more about your gift; customize your feral form; just kick butt and get good Werewolf-related loot.
- What about combat toggles? I did mention Night Shifts, did I not? When it comes to RP, that is the closest you can get to a realistic Werewolf portrayal in ESO (in context to the lore). However, maybe by the end of the quest-line mentioned previously, there could be an ability to make the transformation a toggle? This will likely come from the Ring of Hircine, but what if lesser versions were made in the timeline, destroyed by the time of the Septim Dynasty?That would certainly be interesting...
- Then there is the run. Long story short, I hate it. Look back to the lore and get it right for crying out loud!
Now, time to add some abilities/passives to the pool:
- Wolf's Call: This works similarly to the Totem of the Pack power from Skyrim. It calls a group of friendly wolves to aid you for a short time. Kind of like a temporary summon that can be used by any class, it could slightly bridge the gap between the Sorcerer summons and the other classes. Morphs could include a single, toggle-able summon that summons a Werewolf, or an army of wolves for a set period. The ability could also be influenced by what kind of transformation you take upon morphing the main ultimate.
- Light of the Moon: This is an interesting ability, in my eyes, as the attributes of the ability are governed by the phase of the moon. The active buff last for a long period of time, much like a food/drink buff, and is free and autonomous during the night. To surprise the user, I think the attributes associated with the ability will change in probability based on the moon phase (in the same line as the Night Shift), with the full moon giving the highest advantage to the Werewolf. Morphs could either up the ante by increasing the overall values, or adding highly unique ones to the table (such as an increased healing factor or higher claw damage).
- Hunter Instincts: The first passive listed, this revolves around the Werewolf's hunting instincts. Wolves are not brute hunters, but they excel in blending into their surroundings. This ability could center around the Werewolf's ability to blend into its surroundings. Essentially, a stealth perk. This allows the Werewolf to move silently, enabling the stealth mechanic for a transformed werewolf. It could also increase the range and damage of Pounce while stealthed, making it the only ability (as far as I can tell) that does bonus sneak damage, if, of course, you hit from behind. Now those in Cyrodill should fear the beast lurking in the shadows, as it could kill without warning.
You Know what a Werewolf lacks? A good Ultimate! Here are
two possibilities:
- Moonstrike: Magic, you say? Well, yeah, the second magical attack I've talked about for the Werewolf. Except it's an ultimate. Moonstrike is a magic-type ultimate that causes the moon to rain hell on all that oppose the Werewolf. I was kind of thinking of Meteor from the Mage's Guild for this one, but then I thought of Star Storm from Warcraft 3. An AoE, DoT hellstorm of moonlight surrounds the Werewolf for 8 seconds, doing large amounts of damage throughout the period. Synergy? A burst of moonlight sprays from the synergizer, creating a miniature Moonstrike for the rest of the duration. Hell on Nirn? F*** yeah! Morphs could either cause disorientation while inside the storm, or apply a healing factor to it for allies within.
- Bloodmoon: Talk about unstoppable! This buff ultimate reduces your damage taken by an extraordinary amount and increasing your light and heavy attack damage for a short duration. Simple? Sure. Will it work? Absolutely. This would be good for Tank Werewolves, as the damage reduction would be a god-send in this alternate form, whereas the Moonstrike Ultimate would be more oriented for the AoE damage dealer. Morphs could take the form of further reducing the damage taken, or to extend the duration of the buff.
I haven't even
begun to talk about possible
human abilities.
- Bestial Harmony: Take this, and you will be balanced between your bestial form and your human form. As well as adding some role-play elements, it could also eliminate the Night Shift "debuff", allowing you to freely walk around the city without having an unwelcome episode at the full moon. Reducing the ultimate cost (or even removing the ultimate entirely, replacing it with a toggle-able key-bind). The power between you and the Werewolf will balance out, and, while you would certainly be stronger in Werewolf form, the Werewolf form will also be more viable in higher level content, and, perhaps, PvP, thanks to enhancements provided by the human form. This could unlock a whole string of passives that make you more in balance with your bestial urges.
- Heart of a Monster: This passive is the exact opposite of Bestial Harmony, making you more monstrous as a mortal being. This adds role-play elements, just like its polar opposite, but makes the Night Shift a thing of the past, causing transformations anytime, without an ultimate cost, and definitely more gruesome. To make this seem very powerful, it unbalances the difference between you and your beast side. While you lag behind, the beast grows immeasurably, becoming stronger than any other mortal on Nirn. Basically, it makes you much more frail in human form, but it makes you close to indestructible while in beast form. Like Bestial Harmony, Heart of a Monster opens up a whole new set of passives, making your beast form far more powerful than you will ever hope to overcome.
Obviously, you must choose one or the other. It really is just your preference. For more control, you might choose
Bestial Harmony, for power,
Heart of a Monster. Each form gives you a unique take on the beast within, with unique play-styles and mechanics. This could happen at the end of the before-mentioned Werewolf quest-line, and you
must choose to continue forward. Feeling lucky?
If you look in the spoiler, you will find out very quickly that I've been
very busy. I'm starting to make mods for certain games to add fresh content to the table, and my creative mind can go wild on these kinds of subjects. What do you think? Leave a suggestion below.