tomofhyrule wrote: »ACTUAL WEREWOLF FEEDBACK
A few more things:
1) Werewolves are still unable to pass the Tarcyr fight in March of Sacrifices. That fight has crouching/sneaking as a requirement. Since Werewolves can't sneak, they will never be able to pass the hunt phases in there without doing the secret areas. I assume this means they will also be unable to pass the Lord Hollowjack fight during Witches' Fest as it also requires characters to actively Crouch.
I did try to use the Prowl mechanic during the Tarcyr fight, but it doesn't do a thing. It is specifically looking for characters to be hidden, which means that werewolves are completely unable to pass that mechanic.
For a werewolf dungeon, the fact that werewolves can't do it seems like a massive oversight.
I honestly don't understand the resistance to werewolves being able to sneak in some way. Again, in two specific PvE encounters, werewolves are completely disallowed from entering - and the fact that these are a werewolf-themed dungeon and a halloween-themed boss fight just feels completely wrong.
At minimum, these two fights need to have a condition that werewolves are immune to the mechanic. That seems like a weird solution, but the correct answer would be to let them sneak. If the issue is that sneaking werewolves would make a problem for PvP, then have Prowl be a PvP-only feature and allow [CTRL] to do a sneak mode in PvE (even if no crouch animation is added).
That would also help the fact that Slaughter is not easy to trigger, as by the time you get close enough to an NPC to get the synergy, they usually can notice there's a giant wolf beast right behind them.
2) Werewolf Berserker is very hard to sustain as a lone wolf. On Live, the Blood Rage passive is the major source of sustain for the werewolf timer.
On PTS, that passive makes it easier to get to Rampage
The problem is that you need to be in werewolf form long enough to get to Rampage in order to use it. It's pretty tough to get up there fast enough without specifically building for ult gen. On Live, I can easily stay in werewolf form with no problem, even against bosses without a lot of adds. But on PTS, if there aren't a lot of adds around, I may be able to get to Rampage once, and that's only if I hard focus on timers instead of just... having fun?
It would really help if Blood Rage would revert back to a form of the Live passive like "When you deal damage, you gain X ultimate. This effect can occur once every 5 seconds" to help sustain the wolf form.
Honestly, the cost to remain in werewolf form (100 per 10 seconds) does feel a bit high in the first place, especially with how hard it is to sustain in the absence of corpses. Maybe a cost of 70 or even 50 per 10 secs would be better. I might also suggest making the cost less chunky, and spread it to a lower cost over a shorter duration - there are cases where a player might have 184 ult and cast it, which then kicks them right back out of werewolf form with barely anything to show for it.
This can be found here on the first page: https://forums.elderscrollsonline.com/en/discussion/691762/update-50-pts-week-2-summary/p1 / no animosity towards the developer who posted this (in fact, we are VERY THANKFUL of the continued commentary and heads up) though I wanted to relay this message for everyone that would appreciate the heads-up and chance to provide additional feedback for the proposed changes.Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.Re(d)acted wrote: »Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
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I wanted to break down the problematic areas with this (AGAIN):
"quite a bit of solid testing that was shared there in regards to this"
-their "solid testing" was unfortunately a set of 1 v 1s where they never once proved opponent gear or loadout (referring to player-comment under 'previous'/hidden quote).
"We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements" and "wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well"
-the agenda is 'one bar can't be strong'. If they don't start "high", when the inevitable nerfs come in on PTS week 3 despite lack of solid proof (mixed with the fact that these are already heavy-handed given the same thread mentions they are reigning in overpeforming sorc class-mastery passives unrelated to werewolf strength itself), the 'continued evaluation', AND at least one wave of live where -I'm sure- we are all expecting some nerfs will come in the following live patch nearly independent of actual, effective power level...
I fear werewolf may end up in yet-another longstanding and weakened state. We gained and we lost with these werewolf changes (the rework)- removing strengths and leaving weakness will easily lead back to this if done in a heavy-handed fashion such as 'just remove werewolf from class mastery' and/or 'just add ~to monsters~ on the tooltip'. (source: me, a person that has excelled in PvP with the 'worst spec' in the game for YEARS now and isn't simply looking for 'OP/meta swap' buff)






It’s unfortunate that we’re still listening to nerf cries in 2026 instead of having things meet each other at the peak.
Insane to think this is a result of Dueling…
Dueling has been a joke form of content since 2023, we should not be balancing around it when it has not been close to balanced for years.
Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
SilverBride wrote: »PoveusRonin wrote: »So, the engagement system means the 1000's who are happily playing and not on the forums should have everything changed cause a small percentage of people who use the forums agree with 1 post?
How do we know there are 1000's happily playing if they aren't here telling us they are? They may be just as burned out as many others are.
Well, at this very second there are 11K people reading the ESO reddit, and there are tons of topics about all kinds of things and not rally a focus or care at all about the Golden Pursuit.
We really are a very small part of the ESO community. I kind of like the forums, but I have gotten to the point where I recognize a lot of users by name since it's not that many people. Going to other forums can show way different perspectives than on here. Like, I'm truly surprised about what gets 1K+ upvotes over there.
Vengeance Dungeons? 🤣ShutUpitsRed wrote: »Normal dungeons should have template builds or at least less complex builds; it's unfair that sweaty PvE mains rush ahead doing 200k dps and leave normal players in the dust and mess up their quests and such.