Major_Soulless wrote: »I hope WW doesn't get the love tbh.
I still have nightmares back in the day when they'd run around cyro with crimson and be damn near impossible to kill spamming that roar heal hahaha.
Erickson9610 wrote: »I'd love to see Werewolf get the following (in no particular order):Naturally, I don't expect everything from this list to be implemented. Not everything should be; there's a lot of personal bias here, and some ideas are redundant (or incompatible) with one another. But, I do hope some of these ideas are realized.
- The ability to sneak. This would allow werewolves to complete content which requires crouching, like dungeons and heists/sacraments. Maybe the timer pauses when crouched+idle and slows when crouched+moving.
- The ability to assassinate from stealth, akin to the Blade of Woe or Vampire feeding. This could have animations like the werewolf form killmoves from TES V: Skyrim.
- The ability to bar swap, even if it's a copy of the first bar. This would allow werewolves to complete content which requires bar swapping, like Cloudrest.
- More Skill Styles for any of the Werewolf abilities. Werewolves only have Roar, Verdant Green, but more customization would be appreciated for sure. The Ultimate itself could be reskinned to have different fur colors or polymorphs.
- Some Grimoires for the Werewolf skill line. Werewolves barely have any choice in which abilities they use, and lack a lot of essential buffs, so several Scribing abilities for Werewolf would improve build variety.
- A refresh of the Werewolf model itself. The model looks like a rat to some people; it's a far cry from how TES V: Skyrim's werewolf looked. It could use the detail that was stripped from it.
- A proper biting attack. Werewolf Behemoths have a biting attack as a spammable, but all Werewolf has for a spammable is a projectile howl.
- Pounce/Carnage to change automatically depending on target distance. In other words, that ability changes to Pounce when the enemy is far away, and changes to Carnage when the enemy is close.
- Hircine's Rage to scale off of WD/SD, and Hircine's Fortitude to crossheal with a heal over time. The fact that both morphs scale off Health means that damage dealers can't get an effective heal from it. Further, the lack of a crossheal and a heal over time means that werewolves cannot properly support allies.
- Terrified to apply a damage increase against enemies from all abilities while remaining exclusively sourced from Werewolf. This would make werewolves desirable in group content (as no one else grants this unique damage buff), and it would give werewolves a reason to use Ferocious Roar in a parse (as it would affect more than just Piercing Howl).
- A new Companion character who is a Werewolf. Notably, this Companion would affect the player Werewolf's Call of the Pack passive, making it easier for solo players to remain transformed in the overworld.
- The Werewolf skill line for future Vengeance tests. Some players I know won't touch Vengeance Cyrodiil if they can't play a Werewolf, and I'd love to see how that skill line is adapted for the test. Hopefully the timer is removed and the ability is just a toggle; otherwise, being locked to 30 seconds or so of the transformation wouldn't be enough time.
- The ability to generate and use Ultimate while transformed. When casting your Werewolf Transformation ability while transformed while above X Ultimate, this would proc some new effect, like an attack or buff of some kind. Otherwise, you revert your form. This would allow Werewolf to use all those Werewolf-themed sets which generate, use, or reduce the cost of Ultimate.
- Hircine's Bounty and morphs to lower the 100% Health requirement for the bonus effects. It is highly unlikely to be at 100% Health during combat when you would want the bonus effects, especially since there aren't any damage shields in the toolkit.
- Weapon passives. They would work, as evidenced by a patched bug. This would open up more build variety.
- Werewolf to be allowed to do emotes in Werewolf form again. Certain emotes like /begone, /smash, /crouch, /kneelpray, and /playdead all worked in Werewolf form, but the ability to use emotes while transformed was sadly removed. I used to hang out at the werewolf shrines doing emotes while transformed for fun.
- Werewolf form to be a toggle. This would encourage Werewolf players to switch forms more frequently (such as to mount up in Cyrodiil) and encourage them to transform at all — why bother transforming if you'll lose it on the next loading zone?
- Some form of snare purge or cleanse. Werewolves are the slowest playstyle in the game despite their unique speed buff because they can't purge snares. They also can't cleanse negative effects.
- The ability to detect stealthed enemies. Since Werewolf can't use stealth detection abilities from the other skill lines, the only option is to use potions. Adding increased stealth detection range to Werewolf passives would make thematic sense as werewolves would have heightened senses.
- Minor Resolve added to Savage Strength. This would get the total Armor value closer to how it used to be without allowing werewolves to stack too much, given that named buffs are used. Plus, Minor Resolve is an easily-sourced buff for non-werewolves, while it's only possible in Werewolf form via sets.
- The ability to enter "mount mode" while transformed to run at the speed of your mount. This would allow werewolves to keep up with other people when running between keeps in Cyrodiil.
- Increased maximum movement speed cap while transformed. Werewolves should run faster than a human on two legs can.
- Increased Health Recovery or healing over time while transformed. Werewolves are known for their regenerative factor, while that's absent in ESO's current werewolf. A heal over time from Hircine's Fortitude (like it used to have) would work great for this.
- Claws of Life to be reworked to no longer be a lifesteal. Lifesteal is more of a vampire thing, and Claws of Life disproportionately heals more in PvE versus in PvP because the heal scales off damage over time done to each target. That heal also cannot crit (because the damage can crit) and thus cannot proc certain sets.
- Terrified to be applied from Deafening Roar, rather than Ferocious Roar. Tanks are the ones who should be debuffing enemies; currently, damage dealers are incentivized to put enemies on crowd control immunity for a damage buff. Inner Beast from Undaunted was specifically changed to no longer provide a unique damage buff because damage dealers were using it; this line of reasoning should apply here as well.
- Minor Intellect added to Hircine's Fortitude. Magicka is hard to come by in Werewolf form, and it's disappointing that Hircine's Fortitude only offers Stamina and Health Recovery. Adding Magicka Recovery to the heal would make it more sustainable.
- The ability to place siege weaponry in Cyrodiil. Werewolves can already use siege weaponry, but they cannot place it for whatever reason, despite having an animation for doing so.
- Pack Leader's dire wolves to respawn when killed in certain terrain. Despite not being supposed to die, they can be instantly killed if the player goes over certain terrain; this does negatively affect the Call of the Pack passive, making your timer drain faster without them present as a Pack Leader.
- Class Mastery when scribed to a Werewolf Grimoire to be updated. Specifically, anything that requires Class abilities should not. Templar's Class Mastery might give the full bonus without needing Sacred Ground. Arcanist's Class Mastery might generate Crux and then consume crux when at 3 Crux, proccing applicable passives. This would be like how Banner Bearer's version of Class Mastery functions differently compared to every other Grimoire.
- The bloodstains on the muzzle when feeding to return. This was one of the little things that made ESO's werewolf better than Skyrim's werewolf, and it's sad to see that it's gone.
- Some form of snare in Werewolf's toolkit. The snare from the Pack Leader dire wolves was removed randomly a while back, and there's been no other way to snare enemies. Werewolf could use a snare on Carnage to help keep the enemy in range.
- Many of the werewolf-themed items/sets that are about Ultimate ought to be reworked. Namely, Salvation is almost exclusively a set intended for werewolves, yet it's hardly ever used because the transformation can be sustained and the bonus from the set while transformed is minimal. Salvation should have a weaker Ultimate cost reduction bonus and a stronger in-form bonus, like Shapeshifter's Chain provides. The same applies to other sets and items which are meant for Werewolf, like the 5% reduction to the transformation from Pack Leader's Bone Broth.
TX12001rwb17_ESO wrote: »Why would a Werewolf need a back bar? isn't having 5 skills that cover most bases be preferable?
Erickson9610 wrote: »I'd love to see Werewolf get the following (in no particular order):Naturally, I don't expect everything from this list to be implemented. Not everything should be; there's a lot of personal bias here, and some ideas are redundant (or incompatible) with one another. But, I do hope some of these ideas are realized.
- The ability to sneak. This would allow werewolves to complete content which requires crouching, like dungeons and heists/sacraments. Maybe the timer pauses when crouched+idle and slows when crouched+moving.
- The ability to assassinate from stealth, akin to the Blade of Woe or Vampire feeding. This could have animations like the werewolf form killmoves from TES V: Skyrim.
- The ability to bar swap, even if it's a copy of the first bar. This would allow werewolves to complete content which requires bar swapping, like Cloudrest.
- More Skill Styles for any of the Werewolf abilities. Werewolves only have Roar, Verdant Green, but more customization would be appreciated for sure. The Ultimate itself could be reskinned to have different fur colors or polymorphs.
- Some Grimoires for the Werewolf skill line. Werewolves barely have any choice in which abilities they use, and lack a lot of essential buffs, so several Scribing abilities for Werewolf would improve build variety.
- A refresh of the Werewolf model itself. The model looks like a rat to some people; it's a far cry from how TES V: Skyrim's werewolf looked. It could use the detail that was stripped from it.
- A proper biting attack. Werewolf Behemoths have a biting attack as a spammable, but all Werewolf has for a spammable is a projectile howl.
- Pounce/Carnage to change automatically depending on target distance. In other words, that ability changes to Pounce when the enemy is far away, and changes to Carnage when the enemy is close.
- Hircine's Rage to scale off of WD/SD, and Hircine's Fortitude to crossheal with a heal over time. The fact that both morphs scale off Health means that damage dealers can't get an effective heal from it. Further, the lack of a crossheal and a heal over time means that werewolves cannot properly support allies.
- Terrified to apply a damage increase against enemies from all abilities while remaining exclusively sourced from Werewolf. This would make werewolves desirable in group content (as no one else grants this unique damage buff), and it would give werewolves a reason to use Ferocious Roar in a parse (as it would affect more than just Piercing Howl).
- A new Companion character who is a Werewolf. Notably, this Companion would affect the player Werewolf's Call of the Pack passive, making it easier for solo players to remain transformed in the overworld.
- The Werewolf skill line for future Vengeance tests. Some players I know won't touch Vengeance Cyrodiil if they can't play a Werewolf, and I'd love to see how that skill line is adapted for the test. Hopefully the timer is removed and the ability is just a toggle; otherwise, being locked to 30 seconds or so of the transformation wouldn't be enough time.
- The ability to generate and use Ultimate while transformed. When casting your Werewolf Transformation ability while transformed while above X Ultimate, this would proc some new effect, like an attack or buff of some kind. Otherwise, you revert your form. This would allow Werewolf to use all those Werewolf-themed sets which generate, use, or reduce the cost of Ultimate.
- Hircine's Bounty and morphs to lower the 100% Health requirement for the bonus effects. It is highly unlikely to be at 100% Health during combat when you would want the bonus effects, especially since there aren't any damage shields in the toolkit.
- Weapon passives. They would work, as evidenced by a patched bug. This would open up more build variety.
- Werewolf to be allowed to do emotes in Werewolf form again. Certain emotes like /begone, /smash, /crouch, /kneelpray, and /playdead all worked in Werewolf form, but the ability to use emotes while transformed was sadly removed. I used to hang out at the werewolf shrines doing emotes while transformed for fun.
- Werewolf form to be a toggle. This would encourage Werewolf players to switch forms more frequently (such as to mount up in Cyrodiil) and encourage them to transform at all — why bother transforming if you'll lose it on the next loading zone?
- Some form of snare purge or cleanse. Werewolves are the slowest playstyle in the game despite their unique speed buff because they can't purge snares. They also can't cleanse negative effects.
- The ability to detect stealthed enemies. Since Werewolf can't use stealth detection abilities from the other skill lines, the only option is to use potions. Adding increased stealth detection range to Werewolf passives would make thematic sense as werewolves would have heightened senses.
- Minor Resolve added to Savage Strength. This would get the total Armor value closer to how it used to be without allowing werewolves to stack too much, given that named buffs are used. Plus, Minor Resolve is an easily-sourced buff for non-werewolves, while it's only possible in Werewolf form via sets.
- The ability to enter "mount mode" while transformed to run at the speed of your mount. This would allow werewolves to keep up with other people when running between keeps in Cyrodiil.
- Increased maximum movement speed cap while transformed. Werewolves should run faster than a human on two legs can.
- Increased Health Recovery or healing over time while transformed. Werewolves are known for their regenerative factor, while that's absent in ESO's current werewolf. A heal over time from Hircine's Fortitude (like it used to have) would work great for this.
- Claws of Life to be reworked to no longer be a lifesteal. Lifesteal is more of a vampire thing, and Claws of Life disproportionately heals more in PvE versus in PvP because the heal scales off damage over time done to each target. That heal also cannot crit (because the damage can crit) and thus cannot proc certain sets.
- Terrified to be applied from Deafening Roar, rather than Ferocious Roar. Tanks are the ones who should be debuffing enemies; currently, damage dealers are incentivized to put enemies on crowd control immunity for a damage buff. Inner Beast from Undaunted was specifically changed to no longer provide a unique damage buff because damage dealers were using it; this line of reasoning should apply here as well.
- Minor Intellect added to Hircine's Fortitude. Magicka is hard to come by in Werewolf form, and it's disappointing that Hircine's Fortitude only offers Stamina and Health Recovery. Adding Magicka Recovery to the heal would make it more sustainable.
- The ability to place siege weaponry in Cyrodiil. Werewolves can already use siege weaponry, but they cannot place it for whatever reason, despite having an animation for doing so.
- Pack Leader's dire wolves to respawn when killed in certain terrain. Despite not being supposed to die, they can be instantly killed if the player goes over certain terrain; this does negatively affect the Call of the Pack passive, making your timer drain faster without them present as a Pack Leader.
- Class Mastery when scribed to a Werewolf Grimoire to be updated. Specifically, anything that requires Class abilities should not. Templar's Class Mastery might give the full bonus without needing Sacred Ground. Arcanist's Class Mastery might generate Crux and then consume crux when at 3 Crux, proccing applicable passives. This would be like how Banner Bearer's version of Class Mastery functions differently compared to every other Grimoire.
- The bloodstains on the muzzle when feeding to return. This was one of the little things that made ESO's werewolf better than Skyrim's werewolf, and it's sad to see that it's gone.
- Some form of snare in Werewolf's toolkit. The snare from the Pack Leader dire wolves was removed randomly a while back, and there's been no other way to snare enemies. Werewolf could use a snare on Carnage to help keep the enemy in range.
- Many of the werewolf-themed items/sets that are about Ultimate ought to be reworked. Namely, Salvation is almost exclusively a set intended for werewolves, yet it's hardly ever used because the transformation can be sustained and the bonus from the set while transformed is minimal. Salvation should have a weaker Ultimate cost reduction bonus and a stronger in-form bonus, like Shapeshifter's Chain provides. The same applies to other sets and items which are meant for Werewolf, like the 5% reduction to the transformation from Pack Leader's Bone Broth.
Erickson9610 wrote: »I'd love to see Werewolf get the following (in no particular order):Naturally, I don't expect everything from this list to be implemented. Not everything should be; there's a lot of personal bias here, and some ideas are redundant (or incompatible) with one another. But, I do hope some of these ideas are realized.
- The ability to sneak. This would allow werewolves to complete content which requires crouching, like dungeons and heists/sacraments. Maybe the timer pauses when crouched+idle and slows when crouched+moving.
- The ability to assassinate from stealth, akin to the Blade of Woe or Vampire feeding. This could have animations like the werewolf form killmoves from TES V: Skyrim.
- The ability to bar swap, even if it's a copy of the first bar. This would allow werewolves to complete content which requires bar swapping, like Cloudrest.
- More Skill Styles for any of the Werewolf abilities. Werewolves only have Roar, Verdant Green, but more customization would be appreciated for sure. The Ultimate itself could be reskinned to have different fur colors or polymorphs.
- Some Grimoires for the Werewolf skill line. Werewolves barely have any choice in which abilities they use, and lack a lot of essential buffs, so several Scribing abilities for Werewolf would improve build variety.
- A refresh of the Werewolf model itself. The model looks like a rat to some people; it's a far cry from how TES V: Skyrim's werewolf looked. It could use the detail that was stripped from it.
- A proper biting attack. Werewolf Behemoths have a biting attack as a spammable, but all Werewolf has for a spammable is a projectile howl.
- Pounce/Carnage to change automatically depending on target distance. In other words, that ability changes to Pounce when the enemy is far away, and changes to Carnage when the enemy is close.
- Hircine's Rage to scale off of WD/SD, and Hircine's Fortitude to crossheal with a heal over time. The fact that both morphs scale off Health means that damage dealers can't get an effective heal from it. Further, the lack of a crossheal and a heal over time means that werewolves cannot properly support allies.
- Terrified to apply a damage increase against enemies from all abilities while remaining exclusively sourced from Werewolf. This would make werewolves desirable in group content (as no one else grants this unique damage buff), and it would give werewolves a reason to use Ferocious Roar in a parse (as it would affect more than just Piercing Howl).
- A new Companion character who is a Werewolf. Notably, this Companion would affect the player Werewolf's Call of the Pack passive, making it easier for solo players to remain transformed in the overworld.
- The Werewolf skill line for future Vengeance tests. Some players I know won't touch Vengeance Cyrodiil if they can't play a Werewolf, and I'd love to see how that skill line is adapted for the test. Hopefully the timer is removed and the ability is just a toggle; otherwise, being locked to 30 seconds or so of the transformation wouldn't be enough time.
- The ability to generate and use Ultimate while transformed. When casting your Werewolf Transformation ability while transformed while above X Ultimate, this would proc some new effect, like an attack or buff of some kind. Otherwise, you revert your form. This would allow Werewolf to use all those Werewolf-themed sets which generate, use, or reduce the cost of Ultimate.
- Hircine's Bounty and morphs to lower the 100% Health requirement for the bonus effects. It is highly unlikely to be at 100% Health during combat when you would want the bonus effects, especially since there aren't any damage shields in the toolkit.
- Weapon passives. They would work, as evidenced by a patched bug. This would open up more build variety.
- Werewolf to be allowed to do emotes in Werewolf form again. Certain emotes like /begone, /smash, /crouch, /kneelpray, and /playdead all worked in Werewolf form, but the ability to use emotes while transformed was sadly removed. I used to hang out at the werewolf shrines doing emotes while transformed for fun.
- Werewolf form to be a toggle. This would encourage Werewolf players to switch forms more frequently (such as to mount up in Cyrodiil) and encourage them to transform at all — why bother transforming if you'll lose it on the next loading zone?
- Some form of snare purge or cleanse. Werewolves are the slowest playstyle in the game despite their unique speed buff because they can't purge snares. They also can't cleanse negative effects.
- The ability to detect stealthed enemies. Since Werewolf can't use stealth detection abilities from the other skill lines, the only option is to use potions. Adding increased stealth detection range to Werewolf passives would make thematic sense as werewolves would have heightened senses.
- Minor Resolve added to Savage Strength. This would get the total Armor value closer to how it used to be without allowing werewolves to stack too much, given that named buffs are used. Plus, Minor Resolve is an easily-sourced buff for non-werewolves, while it's only possible in Werewolf form via sets.
- The ability to enter "mount mode" while transformed to run at the speed of your mount. This would allow werewolves to keep up with other people when running between keeps in Cyrodiil.
- Increased maximum movement speed cap while transformed. Werewolves should run faster than a human on two legs can.
- Increased Health Recovery or healing over time while transformed. Werewolves are known for their regenerative factor, while that's absent in ESO's current werewolf. A heal over time from Hircine's Fortitude (like it used to have) would work great for this.
- Claws of Life to be reworked to no longer be a lifesteal. Lifesteal is more of a vampire thing, and Claws of Life disproportionately heals more in PvE versus in PvP because the heal scales off damage over time done to each target. That heal also cannot crit (because the damage can crit) and thus cannot proc certain sets.
- Terrified to be applied from Deafening Roar, rather than Ferocious Roar. Tanks are the ones who should be debuffing enemies; currently, damage dealers are incentivized to put enemies on crowd control immunity for a damage buff. Inner Beast from Undaunted was specifically changed to no longer provide a unique damage buff because damage dealers were using it; this line of reasoning should apply here as well.
- Minor Intellect added to Hircine's Fortitude. Magicka is hard to come by in Werewolf form, and it's disappointing that Hircine's Fortitude only offers Stamina and Health Recovery. Adding Magicka Recovery to the heal would make it more sustainable.
- The ability to place siege weaponry in Cyrodiil. Werewolves can already use siege weaponry, but they cannot place it for whatever reason, despite having an animation for doing so.
- Pack Leader's dire wolves to respawn when killed in certain terrain. Despite not being supposed to die, they can be instantly killed if the player goes over certain terrain; this does negatively affect the Call of the Pack passive, making your timer drain faster without them present as a Pack Leader.
- Class Mastery when scribed to a Werewolf Grimoire to be updated. Specifically, anything that requires Class abilities should not. Templar's Class Mastery might give the full bonus without needing Sacred Ground. Arcanist's Class Mastery might generate Crux and then consume crux when at 3 Crux, proccing applicable passives. This would be like how Banner Bearer's version of Class Mastery functions differently compared to every other Grimoire.
- The bloodstains on the muzzle when feeding to return. This was one of the little things that made ESO's werewolf better than Skyrim's werewolf, and it's sad to see that it's gone.
- Some form of snare in Werewolf's toolkit. The snare from the Pack Leader dire wolves was removed randomly a while back, and there's been no other way to snare enemies. Werewolf could use a snare on Carnage to help keep the enemy in range.
- Many of the werewolf-themed items/sets that are about Ultimate ought to be reworked. Namely, Salvation is almost exclusively a set intended for werewolves, yet it's hardly ever used because the transformation can be sustained and the bonus from the set while transformed is minimal. Salvation should have a weaker Ultimate cost reduction bonus and a stronger in-form bonus, like Shapeshifter's Chain provides. The same applies to other sets and items which are meant for Werewolf, like the 5% reduction to the transformation from Pack Leader's Bone Broth.
Major_Soulless wrote: »I hope WW doesn't get the love tbh.
I still have nightmares back in the day when they'd run around cyro with crimson and be damn near impossible to kill spamming that roar heal hahaha.
Those were good times.
Crimson (pre-nerfs) was the closest we've ever gotten to a 'thorns' mechanic.
Yearns for an actual thorn implementation...
Renato90085 wrote: »u48:your werewolf can from mouth shot fatecarver
I haven't done one of these in years, they always ignore them... but they are fun to do.
1. Increased Resource Management (Stamina Recovery)
Buff: While in Werewolf form, your Stamina Recovery increases by X%.
Reason: Werewolves rely heavily on stamina for their abilities, and having a boost to stamina recovery would help them stay in the fight longer, especially during those drawn-out battles.
2. Improved Healing (Devour Rework)
Buff: Devour heals based on a percentage of your total health, not just enemy kills.
Reason: Devour could use a little extra love. Healing based on max health would make it much more reliable and useful, especially in longer fights where Werewolves need that extra bit of healing.
3. Enhanced Crowd Control Resistance
Buff: You gain Major Endurance or Resistance in Werewolf form, or perhaps a passive CC resistance.
Reason: Werewolves are often at the mercy of crowd control. This passive would make them more resilient in PvP, letting them move and attack freely without getting locked down.
4. Added Damage Reduction
Buff: Take X% less damage while in Werewolf form.
Reason: Right now, Werewolves don't have much to keep them from getting crushed in PvP. This would make them tougher to deal with and let them take more hits without feeling fragile.
5. Increased Armor Penetration
Buff: Werewolf abilities ignore X% of enemy armor.
Reason: This would give Werewolves a much-needed boost against heavily armored opponents, letting them hit harder and break through tough defenses, making them more effective in combat.
6. Reworked Hircine’s Rage
Buff: Hircine's Rage now applies Major Berserk AND Major Brutality for a limited time.
Reason: This would give Werewolves a consistent damage boost without having to wait for specific conditions. It makes Hircine’s Rage more reliable for damage output when transformed.
7. Specialized "Roar" Buff
Buff: Roar now applies Minor Maim to enemies, reducing their damage by X% for a short time.
Reason: Roar is kind of underused right now. Adding a debuff to enemies would give Werewolves some utility, letting them help control the battlefield while dishing out damage.
8. Damage Boost Against NPCs (PvE)
Buff: Increased damage to NPCs by X% while in Werewolf form (for PvE content).
Reason: In PvE, Werewolves tend to fall behind other classes. This would make them more viable in dungeons, world bosses, and other PvE content, giving them a boost in damage output against NPCs.
9. Ultimate Gain from Damage (PvP/PvE)
Buff: Gain X% of Ultimate per X amount of damage dealt while in Werewolf form.
Reason: Ultimate abilities are central to Werewolf power. This would make them generate Ultimate more consistently, allowing them to use their most powerful abilities more often in both PvP and PvE.
10. Behemoth Transformation (Ultimate)
Buff: Transform into a Behemoth for 200 Ultimate. Grants Major Berserk, Major Resolve, and new abilities like Crushing Roar, Behemoth’s Fury, and Gore.
Reason: A high-cost ultimate that lets Werewolves become massively powerful for a short time. They get damage and defense boosts, plus new abilities that can turn the tide of battle. A real game-changer for tough situations.
11. Enhanced Sprint (Predatory Sprint)
Buff: While in Werewolf form, gain an X% sprint speed increase for 10-15 seconds.
Reason: Mobility is huge in Cyrodiil and Battlegrounds. This would help Werewolves keep up with their group, close distances, and stay active in the fight, giving them the speed they need to stay competitive.
12. Scent of Prey (Sniff Passive)
Buff: While in Werewolf form, automatically detect invisible players within X meters. Reveals a brief red glow or icon indicating their location.
Reason: Stealthing players can be a pain in PvP. This would give Werewolves a unique advantage by allowing them to track and locate hidden enemies, making them more effective at dealing with stealthy foes.
13. Stamina Gain on Devour
Buff: When you Devour an enemy, in addition to healing, you also gain X amount of stamina based on your maximum stamina or damage dealt with your Werewolf abilities.
Reason: Stamina management can be tough for Werewolves in extended battles. Adding stamina recovery to Devour gives them better sustain, helping them stay in Werewolf form longer and utilize their abilities more freely.
wisewolfgirl wrote: »How bout a passive that only works in solo pve/pvp cryodil? Where npc wolves & werewolves don't harm you unless you have it active on your skill bar. They become neutral like the white outlined npcs. Although you have am option to attack them like innocents & they may drop special treasures that revolve around them. For example: You pickpocket a noble & you get an item noble might have. Could work the same way for vampires. This excludes group dungeons, trials, & arenas due to everyone but your group is a foe.
Mathius_Mordred wrote: »As it stands right now do you guys think we will actually get ANY of these great suggestions above? If not, why not? If so then how long?
Erickson9610 wrote: »Mathius_Mordred wrote: »As it stands right now do you guys think we will actually get ANY of these great suggestions above? If not, why not? If so then how long?
So, I think Werewolf Grimoires are very likely, so long as we actually keep getting new Grimoires added. Scribing was just made base game, so it's possible that it'll take a couple more updates before we get any new Grimoires. I expect a Werewolf Grimoire and a Vampire Grimoire on the same update.
Werewolf Skill Styles are likely — we're actually getting a new Skill Style for Infectious Claws in Update 47. I don't know how likely Skill Styles for the Werewolf Transformation ability will be, but I'd expect to see some added around the time of the Witches Festival (because Halloween is the only time many people care about werewolves).
Werewolf Companions are possible, but they probably won't happen within 2 years. If we had gotten the usual 2 Companions this year, then I would've assumed we would have a Werewolf Companion in 2025 or 2026. Now, we will probably wait until 2027, since naturally we'll get a Vampire Companion first, given how easy relative to Werewolf they are to implement.
Werewolf sneaking is something people have asked for for several years now. We got a developer response regarding it in December 2023, and as far as I can tell, nothing is ready to be revealed yet. Maybe it'll happen when stealth-related content gets attention. We saw last Witches Festival how werewolves couldn't fight the new boss because it requires players to sneak, so I hope something is done about that soon.
Anything related to Werewolf combat balance will probably happen when werewolves get their Grimoire, or if something outside of Werewolf causes this change (such as the Empower change or the Tormentor change). Anything related to Werewolf quality of life (like placing siege weaponry, emoting in form, getting an updated appearance, having the bloodstains return when feeding, etcetera) will probably randomly happen throughout the year alongside other QoL updates, unless we get it from a new DLC which is somehow adjacent to werewolves (such as Solstheim or The Hunting Grounds being added as new zones).