BXR_Lonestar wrote: »1. Add a cooldown to bring stealth detection range and duration in line with detect potions
BXR_Lonestar wrote: »2. Make stealth detection cost mag instead of stam. Most werewolves don't have great mag sustain, so making it cost mag instead may fix the issue about spamming it and keeping 100% uptime on detection (not 100% sure, I'm just saying for how WW's are built right now it would tone things down without a heavy-handed nerf).

wolfie1.0. wrote: »At least it helps to flesh out the stealth gankers
BXR_Lonestar wrote: »During the Vengeance test, my group played PVP in the sewers since Cyrodil wasn't available, and we got to learn a lot about the Werewolf detection ability this week, and after seeing it in action, it definitely needs a nerf to bring it in line with detection potions.
This may become less of an issue if people start putting their werewolf brawlers down, but at least right now, a pack of werewolves can have stealth detection up 100% of the times, and the distance in which you can detect a player from far exceeds the 43 meters granted by invisibility potions. I don't know the exact range of detection, but I do know we've seen evidence of detection at near the render limits because wolf groups because we've had players in stealth as they enter render range and the wolfgroups make a beeline for those players in stealth, thus indicating that they can detect stealth players at that range.
Add on to it that there is no cooldown for re-engaging stealth and the fact that werewolves have great stam sustain, and it effectively eliminates stealth play altogether if there is only one werewolf on the battlefield. So a few balancing suggestions:
1. Add a cooldown to bring stealth detection range and duration in line with detect potions.
2. Make stealth detection cost mag instead of stam. Most werewolves don't have great mag sustain, so making it cost mag instead may fix the issue about spamming it and keeping 100% uptime on detection (not 100% sure, I'm just saying for how WW's are built right now it would tone things down without a heavy-handed nerf).
Just a suggestion. I know this is odd coming from one of the players who supported this idea, but after getting some good testing to see how these changes play out, WW detection is definitely OP, and is something the devs should take a look at in the future.
But Cloak wouldn't hide your scent, nor magickally induced Invisibility like from the Vamp passive. The whole point of Prowl is that you are sniffing out targets, Invisibility wouldn't remove your scent just because you aren't visible.Tommy_The_Gun wrote: »From my observation it seems to work exactly like detection potion - which is nuts since detection potion is a consumable, and here it is basically for free.
I can only see 2 ways to fix it really:
1. You should only be able to "sniff" crouch-based stealth, but as for NB's cloak, Vamp sprint invisibility or invisibility potion (magic based invisbility) - that should not be possible.
or:
2. You should only be able to detect targets you were fighting recently (like 1 minute or something) so you basically catch their "scent".
IZZEFlameLash wrote: »If anything that grants easy access to invisibility such as Stage 4 Vamp sprint passive gets a magicka drain cost like Cloak (since becoming invisible is a magic related thing unlike werewolf where it costs stamina to activate due to it being part of the heightened senses related) and cooldown too, wouldn't be a bad idea.
Major_Mangle wrote: »
Erickson9610 wrote: »Major_Mangle wrote: »
Prowl gives you reduced monster aggression radius for the same duration as the detect, so a nerf to Prowl would absolutely affect both PvE and PvP. We use Prowl when doing stealth-related PvE content like Heists and Sacraments, where monster aggression radius matters and we must use Prowl on cooldown to avoid being seen.
Why is it ALWAYS pvpers that complain about such things and ask for nerfs. This is why eso broke in the first place.
TX12001rwb17_ESO wrote: »IZZEFlameLash wrote: »If anything that grants easy access to invisibility such as Stage 4 Vamp sprint passive gets a magicka drain cost like Cloak (since becoming invisible is a magic related thing unlike werewolf where it costs stamina to activate due to it being part of the heightened senses related) and cooldown too, wouldn't be a bad idea.
Vampire Invisibility costs Stamina because to activate it you have to Sprint.
Sidewaves89 wrote: »Did you come there in proper PVP builds?
I may be misreading them, but the patch notes indicate Prowl has a cooldown:
Edit: If you are saying that Prowl is stronger than Detection potions it may be a bug, given the patch notes specifically state the strength is the same.
BXR_Lonestar wrote: »I may be misreading them, but the patch notes indicate Prowl has a cooldown:
Edit: If you are saying that Prowl is stronger than Detection potions it may be a bug, given the patch notes specifically state the strength is the same.
I'm saying Prowl appears to be letting you be detected at further ranges than detect potions allow based on player's behavior and their ability to rush at you and know your location, even when you are approaching from stealth from a long range away.
And even if there is a cooldown, 4 WW constantly prowling can keep 100% uptime on detection, with a massive radius.
THAT is a problem.
I don't want the WW nerfed or ruined. I was a proponent for having the werewolves have this ability in the first place. But there is simply no counter-play to having a pack of werewolves constantly spamming prowl.
If the thought process is that the werewolves can detect through sent, then perhaps there needs to be a potion that disguises your scent as well as makes you invisible so that there IS counterplay to the detection.
Everything they make in this game - there should be a counter for it.
wolfie1.0. wrote: »At least it helps to flesh out the stealth gankers
BXR_Lonestar wrote: »But there is simply no counter-play to having a pack of werewolves constantly spamming prowl.
Major_Mangle wrote: »Erickson9610 wrote: »Major_Mangle wrote: »
Prowl gives you reduced monster aggression radius for the same duration as the detect, so a nerf to Prowl would absolutely affect both PvE and PvP. We use Prowl when doing stealth-related PvE content like Heists and Sacraments, where monster aggression radius matters and we must use Prowl on cooldown to avoid being seen.
I'm clearly referring to the stealth detection aspect (aka you revealing others) of the mechanic (since that's what the topic is about). So my point still stands, an adjustment to that part of prowl would have zero real impact on PvE.
BXR_Lonestar wrote: »I may be misreading them, but the patch notes indicate Prowl has a cooldown:
Edit: If you are saying that Prowl is stronger than Detection potions it may be a bug, given the patch notes specifically state the strength is the same.
I'm saying Prowl appears to be letting you be detected at further ranges than detect potions allow based on player's behavior and their ability to rush at you and know your location, even when you are approaching from stealth from a long range away.
And even if there is a cooldown, 4 WW constantly prowling can keep 100% uptime on detection, with a massive radius.
THAT is a problem.
I don't want the WW nerfed or ruined. I was a proponent for having the werewolves have this ability in the first place. But there is simply no counter-play to having a pack of werewolves constantly spamming prowl.
If the thought process is that the werewolves can detect through sent, then perhaps there needs to be a potion that disguises your scent as well as makes you invisible so that there IS counterplay to the detection.
Everything they make in this game - there should be a counter for it.
Why is it ALWAYS pvpers that complain about such things and ask for nerfs. This is why eso broke in the first place.
So you are bombers/gankers guild?BXR_Lonestar wrote: »Yes, we were in there with proper PVP builds. We're not a newbie PVP guild, we know what we're doing. We have a lot of experienced bombers and gankers.Sidewaves89 wrote: »Did you come there in proper PVP builds?