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Werewolf Overhaul Thread

NobleX35
NobleX35
✭✭✭✭
There's no doubt that the Werewolf line needs a pretty serious overhaul, so I thought I'd start this thread to open up some discussion on some possibilities to help make the Werewolf more viable and more enjoyable.

There has been a lot of ideas floating around promoting the idea of simply changing the transformation to Werewolf from an ultimate ability to simply a toggle skill and leaving everything else basically the same. I personally don't feel that does the Werewolf line enough justice, so here is an idea that I propose:

One idea that I've had for quite some time now is to change the transformation to Werewolf from an Ultimate ability to consuming a weapon slot. The theory behind this is to basically give players another "weapon line" option that would now level to 50 instead of 10, and would have both positive and negative aspects attached to it; and obviously changes to the light and heavy attacks would have to be made so as to not make the transformation too OP. One of the perks to this change is that it would not only allow players to stay in Werewolf form for as long as they like, but would give them the freedom to change as often as they like because they could simply swap between there main-hand weapon set and the Werewolf transformation. One of the potentially negative side-effects to this idea is that it forces the player to decide if they'd rather have 2 standard bars for class and other traditional skills or have 1 standard bar and 1 bar being strictly for Werewolf skills.

Also all current negative side effects of being a Werewolf would remain ie. -50% poison resistance and all Fighters guild abilities give the correct passive trait has been purchased.

Now I personally feel that given the fact that the player can not use any class or other skills *except* for the 2 Werewolf skills in the line; Werewolves should therefore have 5 skills and an ultimate available to them (this is still going a long with my weapon slot idea)

Current 2 skills seem fine no need to change them, and the numbers I used are arbitrary and based off of my VR5 stats and are only intended to give players and idea of what the skills would look in comparison with each other.
Skills

1. Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targets
Brutal Pounce - Player leaps to target, dealing 247 Physical Damage to all targets in the area and stunning off-balance targets
Feral Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targets; Adds 4 meters

2. Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 3.5 seconds (4.25s at rank IV); Affects up to 3 nearby enemies
Ferocious Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 4.25 seconds; Affects up to 3 nearby enemies; When an enemy is killed in this state his nearby allies are set off-balance and disoriented for 2.5 seconds (3.25s at rank IV)
Rousing Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 4.25 seconds; Affects up to 3 nearby enemies; Nearby allies gain 3 weapon power for each enemy target affected (6 weapon power at rank IV); Lasts 10 seconds

3. Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds
Rabid Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds; Increases damage over time by 9% every 2 seconds (12% at rank IV)
Vicious Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds; Snares the target 50% for 4 seconds

4. Claws – Deals 236 damage to the target
Savage Claws - Deals 236 damage to the target; Reduces targets armor by 40%
Beastly Claws - Deals 236 damage to the target; 25% change to set them off-balance and disorient them (50% at rank IV)

5. Call of the Omega - Player gains 450 armor rating for 20 seconds
Call of the Alpha - Player gains 450 armor rating for 20 seconds; Affected targets gain 10% weapon critical chance for 10 seconds (15% at rank IV)
Call of the Pack - Player gains 450 armor rating for 20 seconds; Increases allies attack speed by 15% for 20 seconds (20% at rank IV)

Ultimate - cost 200

Rage - Player goes into state of rage, swinging claws violently and dealing 592 physical damage
Blinding Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Player gains 40% damage for 6 seconds (50% at rank IV)
Relentless Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Deal's 75 damage to the target every second for 18 seconds (21 seconds at rank IV)

*or*

5. Rage - Player goes into state of rage, swinging claws violently and dealing 444 physical damage (cast time 1 second)
Blinding Rage - Player goes into state of rage, swing claws violently and dealing 444 damage (cast time 1 second); Player gains 20% damage for 6 seconds (7.5s at rank IV)
Relentless Rage - Player goes into state of rage, swing claws violently and dealing 444 damage (cast time 1 second); Affected enemy deals 20% less damage for 6 seconds (7.5s at rank IV)

Ultimate - cost 75

Call of the Omega - Player gains 450 armor rating for 20 seconds
Call of the Alpha - Player gains 450 armor rating for 20 seconds; Affected targets gain 10% weapon critical chance for 20 seconds (15% at rank IV)
Call of the Pack - Player gains 450 armor rating for 20 seconds; Increases allies attack speed by 15% for 20 seconds (20% at rank IV)


Traits

Savage Strength (only in werewolf form)
Rank 1 - All light and heavy attacks can hit up to 1 additional target in front of the player
Rank 2 - All light and heavy attacks can hit up to 5 targets in front of the player

Blood Rage (while Werewolf Transformation is slotted in weapon slot)
Rank 1 – Generates 2 ultimate by taking damage
Rank 2 - Generates 5 ultimate by taking damage

Devour – Devour humanoid corpses to regain health (can only devour once per minute)

Blood Moon – Allows player to turn another player into a Werewolf once every 7 days by returning to the ritual site. Turned players earn the Werewolf skill line. Players infected with Vampirism cannot be turned.

Pursuit
Rank 1 - Increases max stamina by 7.5% (in both human and werewolf form)
Rank 2 - Increases max stamina by 15% (in both human and werewolf form)


Thanks for reading and I look forward to seeing other ideas to help make the Werewolf line more viable and enjoyable.
Edited by NobleX35 on May 31, 2014 7:30PM
"Only the dead have seen the end of war."
  • Diamond_10
    Diamond_10
    ✭✭✭
    Make it so you are forced to be a wolf at night, and totally re-do the skills.
    Edited by Diamond_10 on May 31, 2014 6:40PM
  • Thevampirenight
    Thevampirenight
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    ✭✭
    yes also yellow eyes blood lust gets bad and you not eat people the eyes go more wolf like in human form with the force tranformation which should be just the full moon also the werewolf should be weak to silver period and fighter guild skills work without the passive and get rid of the passive because silver is a werewolves worst nightmare and add silver weapons that do extra damage to ghosts and werewolves
    Edited by Thevampirenight on May 31, 2014 7:05PM
    PC NA
    Please add Fangs to Vampires.
  • Ingwe
    Ingwe
    I actually like this idea, very close to what I said in another thread. I need to feel like a wolf, not a kitten looking for milk. The transform itself is already very lack luster as you are a sitting duck for 2sec when you return back to normal.

    I feel at the moment that vamps have no real drawback (yes I have a vamp char so I know about the fire, and that is easily negated by just sucking some blood and staying out of fire) but massive + points all over since you can mix and match your abilities and they get one hell of an awesome ulti.

    WW on the other hand feels like it was made just to have fun, and thats it, and very very rushed and incomplete. Nothing + but a little bit -. I have a templar healer thats a ww and at the moment i see no reason not to go vamp for the added magica etc. I see absolutely no reason to go ww for any champ except if you want to have fun.

    just my 2c
  • Dagus
    Dagus
    ✭✭✭
    Ingwe wrote: »
    I actually like this idea, very close to what I said in another thread. I need to feel like a wolf, not a kitten looking for milk. The transform itself is already very lack luster as you are a sitting duck for 2sec when you return back to normal.

    I feel at the moment that vamps have no real drawback (yes I have a vamp char so I know about the fire, and that is easily negated by just sucking some blood and staying out of fire) but massive + points all over since you can mix and match your abilities and they get one hell of an awesome ulti.

    WW on the other hand feels like it was made just to have fun, and thats it, and very very rushed and incomplete. Nothing + but a little bit -. I have a templar healer thats a ww and at the moment i see no reason not to go vamp for the added magica etc. I see absolutely no reason to go ww for any champ except if you want to have fun.

    just my 2c

    lol i love how in your post, you vilify and demonize the act of "fun" in a video game.

    I don't mean to be rude. i just want you to step back and read what you've written.


    yes WW sucks competitively, it sucks hard. it sucks like a blond girl on prom night. And yes, it needs remade to be in line with its counterpart the Vamp, but come on man, don't make "fun" into something draconian.
    RAWR!!!
  • Vokun93
    Vokun93
    Soul Shriven
    I agree with the skill lines you listed above it would make the werewolf actually worth using. One thing that really annoys me is the animations, they are absolutely terrible. I mean look at the werewolves in Skyrim then this game.

    Zenimax really need to implement changes just like the ones listed in the original post because where the werewolf stands right now it is more of a burden than a benefit. Which should not be the case.
  • Darastix
    Darastix
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    Since we take extra poison damage even when not in werewolf form, id like to see a bonus that's also applied even when not in werewolf form. perhaps a damage modifier, or crit or something since were supposed to have more strength.
  • RianaTheBosmer
    RianaTheBosmer
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    I just made werewolf (level 30, DK) and I agree. 2 skill? Really? This line needs to be completely changed and brought up to vamp level, in total agreement with everyone on this thread.
  • DeLindsay
    DeLindsay
    ✭✭✭✭✭
    My main thoughts for WW overhaul are:

    - Stamina passive should effect humanoid form (yes already noted)
    - WW should have an additional passive that increases armor (not resists) in humanoid form by 5/10%.
    - Since they are supposed to be stronger than normal people, add another passive that gives 5/10% damage increase while in humanoid form to effect light/heavy attacks (similar to the claws in WW form, and shouldn't effect WW form).
    - WW Ultimate should be no more than 500 (before Savoir's Hide).
    - The initial transformation should have a longer duration. It's like 30 sec now, it should be more like 45-60 sec and each feed should increase this by 30 sec or so with a maximum duration of say 5-8 minutes.
  • Vokun93
    Vokun93
    Soul Shriven
    DeLindsay wrote: »
    My main thoughts for WW overhaul are:

    - Stamina passive should effect humanoid form (yes already noted)
    - WW should have an additional passive that increases armor (not resists) in humanoid form by 5/10%.
    - Since they are supposed to be stronger than normal people, add another passive that gives 5/10% damage increase while in humanoid form to effect light/heavy attacks (similar to the claws in WW form, and shouldn't effect WW form).
    - WW Ultimate should be no more than 500 (before Savoir's Hide).
    - The initial transformation should have a longer duration. It's like 30 sec now, it should be more like 45-60 sec and each feed should increase this by 30 sec or so with a maximum duration of say 5-8 minutes.

    I agree with the points you are making here although I still think the werewolf form should be a toggle and take up a weapon slot. For this reason it should have the full skill lines as mentioned in the original post.
  • Appalachian
    I have been scratched and have the WW quest for 3 days now (just level 33.)
    I am waiting a bit longer on any news from Zenimax, regarding this topic.

    I hope they make Werewolves a bit more viable/fun than the recent stock ideas of single player Elder Scrolls.
    Furyion - Altmer Sorcerer (Storm Caller/Destro/Resto & Vampo ;)

  • Ingwe
    Ingwe
    Dagus wrote: »
    Ingwe wrote: »
    I actually like this idea, very close to what I said in another thread. I need to feel like a wolf, not a kitten looking for milk. The transform itself is already very lack luster as you are a sitting duck for 2sec when you return back to normal.

    I feel at the moment that vamps have no real drawback (yes I have a vamp char so I know about the fire, and that is easily negated by just sucking some blood and staying out of fire) but massive + points all over since you can mix and match your abilities and they get one hell of an awesome ulti.

    WW on the other hand feels like it was made just to have fun, and thats it, and very very rushed and incomplete. Nothing + but a little bit -. I have a templar healer thats a ww and at the moment i see no reason not to go vamp for the added magica etc. I see absolutely no reason to go ww for any champ except if you want to have fun.

    just my 2c

    lol i love how in your post, you vilify and demonize the act of "fun" in a video game.

    I don't mean to be rude. i just want you to step back and read what you've written.


    yes WW sucks competitively, it sucks hard. it sucks like a blond girl on prom night. And yes, it needs remade to be in line with its counterpart the Vamp, but come on man, don't make "fun" into something draconian.

    :#;) mmm ok no problem your not rude, but I think you might have miss understood what I meant. I am a WW like I said, and when I transform its very fun mauling the mobs to death, but it feels like an arcade game (those old ones that you coin, and you got X amount of time to play) that I have to kill as many mobs ASAP just to level it, and then its over before I can really enjoy it.

    But ye didnt vilify or demonize it you make it sound very bad :'(
  • Chuggernaut
    Chuggernaut
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    I don't have a problem with the ultimate cost, I seem to fill it up quickly with both my Sorcerer and Dragon Knight. I do think Devour needs a debuff timer so you know when you can use it, its annoying when your take out a mob and you cannot eat any of them, and then you need to scramble to find another mob before the timer runs out. I also really think Werewolf shift should follow the same rules as Overload.
    My comrades have returned. I erect the spine of gratitude. You are a hero today. - Bura-Natoo
  • NobleX35
    NobleX35
    ✭✭✭✭
    yes also yellow eyes blood lust gets bad and you not eat people the eyes go more wolf like in human form with the force tranformation which should be just the full moon also the werewolf should be weak to silver period and fighter guild skills work without the passive and get rid of the passive because silver is a werewolves worst nightmare and add silver weapons that do extra damage to ghosts and werewolves

    I really like the Silver Damage type idea, more poison damage against a Werewolf doesn't really make any sense to be honest.
    "Only the dead have seen the end of war."
  • Tendeep
    Tendeep
    ✭✭✭
    Sadly we have been asking for a look at Werewolfs since release... it is not even on the ZOS radar :-(
  • c0rp
    c0rp
    ✭✭✭✭✭
    Ulti regen just took a nerf...and now the ww ulti is even harder to get built up for. I just cant believe how TERRIBLE this ww skill line is after how many YEARS of development? Whoever was in charge of the WW development should be FIRED IMO. They FAILED at their job, and thats what happens to people who fail at their jobs.
    Edited by c0rp on June 2, 2014 11:54PM
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Vokun93
    Vokun93
    Soul Shriven
    c0rp wrote: »
    Ulti regen just took a nerf...and now the ww ulti is even harder to get built up for. I just cant believe how TERRIBLE this ww skill line is after how many YEARS of development? Whoever was in charge of the WW development should be FIRED IMO. They FAILED at their job, and thats what happens to people who fail at their jobs.

    It obviously wasn't one person and to say they should be fired is a bit harsh. The werewolf is bad but it isn't that bad. You can still kill people it just needs some tweaks to make it more powerful.

    Like the ones in the original post.
    1. Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targets
    Brutal Pounce - Player leaps to target, dealing 247 Physical Damage to all targets in the area and stunning off-balance targets
    Feral Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targets; Adds 4 meters

    2. Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 3.5 seconds (4.25s at rank IV); Affects up to 3 nearby enemies
    Ferocious Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 4.25 seconds; Affects up to 3 nearby enemies; When an enemy is killed in this state his nearby allies are set off-balance and disoriented for 2.5 seconds (3.25s at rank IV)
    Rousing Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 4.25 seconds; Affects up to 3 nearby enemies; Nearby allies gain 3 weapon power for each enemy target affected (6 weapon power at rank IV); Lasts 10 seconds

    3. Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds
    Rabid Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds; Increases damage over time by 9% every 2 seconds (12% at rank IV)
    Vicious Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds; Snares the target 50% for 4 seconds

    4. Claws – Deals 236 damage to the target
    Savage Claws - Deals 236 damage to the target; Reduces targets armor by 40%
    Beastly Claws - Deals 236 damage to the target; 25% change to set them off-balance and disorient them (50% at rank IV)

    5. Call of the Omega - Player gains 450 armor rating for 20 seconds
    Call of the Alpha - Player gains 450 armor rating for 20 seconds; Affected targets gain 10% weapon critical chance for 10 seconds (15% at rank IV)
    Call of the Pack - Player gains 450 armor rating for 20 seconds; Increases allies attack speed by 15% for 20 seconds (20% at rank IV)

    Ultimate - cost 200

    Rage - Player goes into state of rage, swinging claws violently and dealing 592 physical damage
    Blinding Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Player gains 40% damage for 6 seconds (50% at rank IV)
    Relentless Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Deal's 75 damage to the target every second for 18 seconds (21 seconds at rank IV)

    *or*

    5. Rage - Player goes into state of rage, swinging claws violently and dealing 444 physical damage (cast time 1 second)
    Blinding Rage - Player goes into state of rage, swing claws violently and dealing 444 damage (cast time 1 second); Player gains 20% damage for 6 seconds (7.5s at rank IV)
    Relentless Rage - Player goes into state of rage, swing claws violently and dealing 444 damage (cast time 1 second); Affected enemy deals 20% less damage for 6 seconds (7.5s at rank IV)

    Ultimate - cost 75

    Call of the Omega - Player gains 450 armor rating for 20 seconds
    Call of the Alpha - Player gains 450 armor rating for 20 seconds; Affected targets gain 10% weapon critical chance for 20 seconds (15% at rank IV)
    Call of the Pack - Player gains 450 armor rating for 20 seconds; Increases allies attack speed by 15% for 20 seconds (20% at rank IV)


    Traits

    Savage Strength (only in werewolf form)
    Rank 1 - All light and heavy attacks can hit up to 1 additional target in front of the player
    Rank 2 - All light and heavy attacks can hit up to 5 targets in front of the player

    Blood Rage (while Werewolf Transformation is slotted in weapon slot)
    Rank 1 – Generates 2 ultimate by taking damage
    Rank 2 - Generates 5 ultimate by taking damage

    Devour – Devour humanoid corpses to regain health (can only devour once per minute)

    Blood Moon – Allows player to turn another player into a Werewolf once every 7 days by returning to the ritual site. Turned players earn the Werewolf skill line. Players infected with Vampirism cannot be turned.

    Pursuit
    Rank 1 - Increases max stamina by 7.5% (in both human and werewolf form)
    Rank 2 - Increases max stamina by 15% (in both human and werewolf form)

  • NobleX35
    NobleX35
    ✭✭✭✭
    Unfortunately it doesn't look like Werewolves are getting any good changes in the next update. Lets keep the idea's flowing.
    Edited by NobleX35 on June 7, 2014 8:25PM
    "Only the dead have seen the end of war."
  • Pellaeon
    Pellaeon
    ✭✭
    I agree that WW should definitely be a toggle. I like the ideas the OP has made and would like to see them implemented.

    I do realize that class balances and lag issues are a priority for fixes but I would really like not just the skills but the entire WW aspect to be looked at.

    I find that I hardly use it anymore as it takes up my Ultimate slot and even then it is only for a X amount of time depending on if I can devour or not. If I am in Coldharbor then devour is about useless as you cannot devour daedra or undead.

    more poison damage against a Werewolf doesn't really make any sense to be honest.

    Yeah, whats up with that?
    @gorall Stamina Templar-AD
  • NobleX35
    NobleX35
    ✭✭✭✭
    Does anyone have some possible ideas for a Toggle ability? Not really sure how a toggle would work unless the whole Werewolf line is just a toggle with no skills. Otherwise wouldn't you need to already have those WW skills on your bar before you toggled the skill? Any ideas/suggestions?
    "Only the dead have seen the end of war."
  • Enderman_Slayer
    This would be a better set up for skills available for WW's but they still fail to have an efficient means to heal themselves. Devour is supposed to give you a bit of health but honestly it isn't enough to compensate for the damage that you take. It would be nice to hear if there were any plans to do anything with them such as the issues that have been addressed with the night blade.
    Just finished my new signature......Images are not allowed in signatures. Remove them and save to keep the changes.
  • Brizz
    Brizz
    ✭✭✭✭
    I think the only changes that will ever be considered would be the ones that are easy to implement.

    My suggestion for Werewolf would be to allow usable class skills that are either buffs or defensives to be dragged onto the werewolf bar. All of these could use the "Howl" animation plus whatever spell effect was used so as to require easy implementation.

    Usable skills would include:

    Dragon Knight
    • Spiked Armor
    • Reflective Scale
    • Molten Weapons
    • Obsidiun Shield
    Sorcerer:
    • Bound Armor
    • Conjured Ward
    • Lightning Form
    • Surge
    Nightblade
    • Blur
    • Haste
    • Shadow Cloak
    • Siphoning Strikes
    Templar
    • Sun Shield
    • Blinding Light
    • Restoring Aura
    • Rune Focus

    I also think that the Werewolf would need to be a toggled Ultimate similar to how Overload works for Sorcerers -

    Werewolf Transformation - Transforms player into a werewolf form that drains Ultimate. Increases Stamina, Armor, and run speed. Attack damage is derived from max stamina. Toggle to activate. 500 Ultimate, Instant

    Some of the passives would need changing to benefit a toggled Ultimate, as well as something that gives you a bonus out of form.

    Devour - Can devour humanoid corpses to earn 25 Ultimate.
    Call of the Pack - Reduces the amount of ultimate drained from werewolf transformation on nearby allies by 3%/5%. Effects up to 5 targets and stacks up to 5 times.
    Swift - Increases run speed by 30%.

    Lastly, I believe that Vampires and Werewolves should be strong in this game, and the Fighters Guild skill line should provide strong counters to them.
    Edited by Brizz on June 27, 2014 10:25AM
    :.,_,.:*"'"*:.,_,.:*"'"* Guild of Shadows *"'":.,_,.:*"'"*:.,_,.:
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  • Sonja
    Sonja
    ✭✭✭
    How many months do we need to complain that something sucks before we even ''earn'' one simple answer from anyone of you? @ZOS_GinaBruno @ZOS_JessicaFolsom
    We have been begging for werewolf fixes since early access, there are dozens of threads about it yet zero answers from ZoS on our issues.

    Why is it so hard, why do you avoid answering with simple ''yes we are working on fixing werewolfs'' and ''no we are not working on fixing werewolfs''. It will take you only 5-10 seconds to answer that and it would mean to hundreds of players here to actually know instead of feeling ignored like we do now because you never responded to any of 20+ werewolf threads. ^^
    Edited by Sonja on June 27, 2014 10:22AM
  • Talrenos
    Talrenos
    ✭✭✭✭
    This is all a great idea and would make WW actually fun and balanced. Unfortunately ZOS does not want fun & balanced for WW, they designed poor & underpowered. Once a DEV designs something, going back to change it is admitting that person does not have the ability to make something a game should have, thus a ***-poor dev that should not have been given that task. No one will want to admit they failed so that's why your idea wil never see the light of day.
    There's no doubt that the Werewolf line needs a pretty serious overhaul, so I thought I'd start this thread to open up some discussion on some possibilities to help make the Werewolf more viable and more enjoyable.

    There has been a lot of ideas floating around promoting the idea of simply changing the transformation to Werewolf from an ultimate ability to simply a toggle skill and leaving everything else basically the same. I personally don't feel that does the Werewolf line enough justice, so here is an idea that I propose:

    One idea that I've had for quite some time now is to change the transformation to Werewolf from an Ultimate ability to consuming a weapon slot. The theory behind this is to basically give players another "weapon line" option that would now level to 50 instead of 10, and would have both positive and negative aspects attached to it; and obviously changes to the light and heavy attacks would have to be made so as to not make the transformation too OP. One of the perks to this change is that it would not only allow players to stay in Werewolf form for as long as they like, but would give them the freedom to change as often as they like because they could simply swap between there main-hand weapon set and the Werewolf transformation. One of the potentially negative side-effects to this idea is that it forces the player to decide if they'd rather have 2 standard bars for class and other traditional skills or have 1 standard bar and 1 bar being strictly for Werewolf skills.

    Also all current negative side effects of being a Werewolf would remain ie. -50% poison resistance and all Fighters guild abilities give the correct passive trait has been purchased.

    Now I personally feel that given the fact that the player can not use any class or other skills *except* for the 2 Werewolf skills in the line; Werewolves should therefore have 5 skills and an ultimate available to them (this is still going a long with my weapon slot idea)

    Current 2 skills seem fine no need to change them, and the numbers I used are arbitrary and based off of my VR5 stats and are only intended to give players and idea of what the skills would look in comparison with each other.
    Skills

    1. Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targets
    Brutal Pounce - Player leaps to target, dealing 247 Physical Damage to all targets in the area and stunning off-balance targets
    Feral Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targets; Adds 4 meters

    2. Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 3.5 seconds (4.25s at rank IV); Affects up to 3 nearby enemies
    Ferocious Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 4.25 seconds; Affects up to 3 nearby enemies; When an enemy is killed in this state his nearby allies are set off-balance and disoriented for 2.5 seconds (3.25s at rank IV)
    Rousing Roar - Unleashes a beastly roar causing fear, disorientation and off balance to enemies within 6m for 4.25 seconds; Affects up to 3 nearby enemies; Nearby allies gain 3 weapon power for each enemy target affected (6 weapon power at rank IV); Lasts 10 seconds

    3. Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds
    Rabid Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds; Increases damage over time by 9% every 2 seconds (12% at rank IV)
    Vicious Bite - Player bites the target, dealing 174 damage initially and 426 damage over 8 seconds; Snares the target 50% for 4 seconds

    4. Claws – Deals 236 damage to the target
    Savage Claws - Deals 236 damage to the target; Reduces targets armor by 40%
    Beastly Claws - Deals 236 damage to the target; 25% change to set them off-balance and disorient them (50% at rank IV)

    5. Call of the Omega - Player gains 450 armor rating for 20 seconds
    Call of the Alpha - Player gains 450 armor rating for 20 seconds; Affected targets gain 10% weapon critical chance for 10 seconds (15% at rank IV)
    Call of the Pack - Player gains 450 armor rating for 20 seconds; Increases allies attack speed by 15% for 20 seconds (20% at rank IV)

    Ultimate - cost 200

    Rage - Player goes into state of rage, swinging claws violently and dealing 592 physical damage
    Blinding Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Player gains 40% damage for 6 seconds (50% at rank IV)
    Relentless Rage - Player goes into state of rage, swing claws violently and dealing 592 damage; Deal's 75 damage to the target every second for 18 seconds (21 seconds at rank IV)

    *or*

    5. Rage - Player goes into state of rage, swinging claws violently and dealing 444 physical damage (cast time 1 second)
    Blinding Rage - Player goes into state of rage, swing claws violently and dealing 444 damage (cast time 1 second); Player gains 20% damage for 6 seconds (7.5s at rank IV)
    Relentless Rage - Player goes into state of rage, swing claws violently and dealing 444 damage (cast time 1 second); Affected enemy deals 20% less damage for 6 seconds (7.5s at rank IV)

    Ultimate - cost 75

    Call of the Omega - Player gains 450 armor rating for 20 seconds
    Call of the Alpha - Player gains 450 armor rating for 20 seconds; Affected targets gain 10% weapon critical chance for 20 seconds (15% at rank IV)
    Call of the Pack - Player gains 450 armor rating for 20 seconds; Increases allies attack speed by 15% for 20 seconds (20% at rank IV)


    Traits

    Savage Strength (only in werewolf form)
    Rank 1 - All light and heavy attacks can hit up to 1 additional target in front of the player
    Rank 2 - All light and heavy attacks can hit up to 5 targets in front of the player

    Blood Rage (while Werewolf Transformation is slotted in weapon slot)
    Rank 1 – Generates 2 ultimate by taking damage
    Rank 2 - Generates 5 ultimate by taking damage

    Devour – Devour humanoid corpses to regain health (can only devour once per minute)

    Blood Moon – Allows player to turn another player into a Werewolf once every 7 days by returning to the ritual site. Turned players earn the Werewolf skill line. Players infected with Vampirism cannot be turned.

    Pursuit
    Rank 1 - Increases max stamina by 7.5% (in both human and werewolf form)
    Rank 2 - Increases max stamina by 15% (in both human and werewolf form)


    Thanks for reading and I look forward to seeing other ideas to help make the Werewolf line more viable and enjoyable.

  • Sonja
    Sonja
    ✭✭✭
    They (ZoS) have been ignoring us since game was released. They are fixing vampires, nightblades, templars etc etc etc.......Only thing they never fix or even talk about are werewolfs.

    Each day its a fight for me to justify paying for this game, honestly, why should i pay soneone to ignore me all the time.

    @ZoS_GinaBruno She admited that stamina builds, templars and werewolfs are broken in patch notes 1.2.2 on test live while answering some player there. She said that they will post updates/future fixes this week....well, this is the last working day of the week and templar/stamina build fixes were posted.....werewolf was left out......

    Forgive me, my mistake, it was not Gina that said it it was Jessica, and i quote:
    @ZOS_JessicaFolsom
    ZOS_JessicaFolsom admin
    June 16 Staff Post
    Amesiel wrote: »
    Are the guys that work on stamina resource, werewolves and Templars on vacation? Is ZoS afraid to acknowledge that stamina users, werewolves and Templars are under performing right now? ZoS Can Templars get an independent forum post on things being worked on for them? Like how the Nightblades have one in the general forums?

    No, we agree that all three need fixes and improvements, and are working on them. We're putting together the very type of comprehensive update post you mention. It'll go up this week, as soon as it' done.
    Edited by Sonja on June 27, 2014 10:50AM
  • NobleX35
    NobleX35
    ✭✭✭✭
    Brizz wrote: »
    I think the only changes that will ever be considered would be the ones that are easy to implement.

    My suggestion for Werewolf would be to allow usable class skills that are either buffs or defensives to be dragged onto the werewolf bar. All of these could use the "Howl" animation plus whatever spell effect was used so as to require easy implementation.

    Usable skills would include:

    Dragon Knight
    • Spiked Armor
    • Reflective Scale
    • Molten Weapons
    • Obsidiun Shield
    Sorcerer:
    • Bound Armor
    • Conjured Ward
    • Lightning Form
    • Surge
    Nightblade
    • Blur
    • Haste
    • Shadow Cloak
    • Siphoning Strikes
    Templar
    • Sun Shield
    • Blinding Light
    • Restoring Aura
    • Rune Focus

    I also think that the Werewolf would need to be a toggled Ultimate similar to how Overload works for Sorcerers -

    Werewolf Transformation - Transforms player into a werewolf form that drains Ultimate. Increases Stamina, Armor, and run speed. Attack damage is derived from max stamina. Toggle to activate. 500 Ultimate, Instant

    Some of the passives would need changing to benefit a toggled Ultimate, as well as something that gives you a bonus out of form.

    Devour - Can devour humanoid corpses to earn 25 Ultimate.
    Call of the Pack - Reduces the amount of ultimate drained from werewolf transformation on nearby allies by 3%/5%. Effects up to 5 targets and stacks up to 5 times.
    Swift - Increases run speed by 30%.

    Lastly, I believe that Vampires and Werewolves should be strong in this game, and the Fighters Guild skill line should provide strong counters to them.

    I definitely like several of your ideas, and they do sound like much simpler changes. Although wouldn't it be a little odd seeing a werewolf running around with several molten spikes coming out of his back? Still...insightful!
    "Only the dead have seen the end of war."
  • NobleX35
    NobleX35
    ✭✭✭✭
    Brizz wrote: »
    I think the only changes that will ever be considered would be the ones that are easy to implement.

    My suggestion for Werewolf would be to allow usable class skills that are either buffs or defensives to be dragged onto the werewolf bar. All of these could use the "Howl" animation plus whatever spell effect was used so as to require easy implementation.

    Usable skills would include:

    Dragon Knight
    • Spiked Armor
    • Reflective Scale
    • Molten Weapons
    • Obsidiun Shield
    Sorcerer:
    • Bound Armor
    • Conjured Ward
    • Lightning Form
    • Surge
    Nightblade
    • Blur
    • Haste
    • Shadow Cloak
    • Siphoning Strikes
    Templar
    • Sun Shield
    • Blinding Light
    • Restoring Aura
    • Rune Focus

    I also think that the Werewolf would need to be a toggled Ultimate similar to how Overload works for Sorcerers -

    Werewolf Transformation - Transforms player into a werewolf form that drains Ultimate. Increases Stamina, Armor, and run speed. Attack damage is derived from max stamina. Toggle to activate. 500 Ultimate, Instant

    Some of the passives would need changing to benefit a toggled Ultimate, as well as something that gives you a bonus out of form.

    Devour - Can devour humanoid corpses to earn 25 Ultimate.
    Call of the Pack - Reduces the amount of ultimate drained from werewolf transformation on nearby allies by 3%/5%. Effects up to 5 targets and stacks up to 5 times.
    Swift - Increases run speed by 30%.

    Lastly, I believe that Vampires and Werewolves should be strong in this game, and the Fighters Guild skill line should provide strong counters to them.

    I definitely like several of your ideas, and they do sound like much simpler changes. Although wouldn't it be a little odd seeing a werewolf running around with several molten spikes coming out of his back? Still...insightful!
    "Only the dead have seen the end of war."
  • Junkogen
    Junkogen
    ✭✭✭✭✭
    They should offer abilities that compete with vampires. They should have decent passives that boost them even in non-wolf form.
  • Hypertionb14_ESO
    Hypertionb14_ESO
    ✭✭✭✭✭
    how about we just alter the bloodmoon passive like this...

    Blood Moon – Allows player to turn another player into a Werewolf once every 7 days by returning to the ritual site. Turned players earn the Werewolf skill line. Players infected with Vampirism cannot be turned.

    Recover Health While in werewolf form based current ultimate charge.


    Using the following math to determine the hp per tick..

    Every 1 second...

    Player regains x% of their ultimate. using their level to determine X

    so a level 50 (or any veteran level) player would regain 50% of their current ultimate each tick as HP... meaning if a player has 300 ultimate they would gain 150 per sec.


    This change would make WW more powerful the longer you stay in the form... giving up to 500 HP a second healing in combat if they manage to stay in the form long enough to get 1000 ultimate..

    additonal stuff if that is too much is making the heal per second capped at 15-20% of the players max health.
    Edited by Hypertionb14_ESO on June 27, 2014 2:03PM
    I play every class in every situation. I love them all.
  • NobleX35
    NobleX35
    ✭✭✭✭
    how about we just alter the bloodmoon passive like this...

    Blood Moon – Allows player to turn another player into a Werewolf once every 7 days by returning to the ritual site. Turned players earn the Werewolf skill line. Players infected with Vampirism cannot be turned.

    Recover Health While in werewolf form based current ultimate charge.


    Using the following math to determine the hp per tick..

    Every 1 second...

    Player regains x% of their ultimate. using their level to determine X

    so a level 50 (or any veteran level) player would regain 50% of their current ultimate each tick as HP... meaning if a player has 300 ultimate they would gain 150 per sec.


    This change would make WW more powerful the longer you stay in the form... giving up to 500 HP a second healing in combat if they manage to stay in the form long enough to get 1000 ultimate..

    additonal stuff if that is too much is making the heal per second capped at 15-20% of the players max health.

    Thats definitely an interesting idea, though for balancing purposes I think some of the numbers might need to be changed. 150 hp a second is pretty high, maybe something more along the lines of 10% of current ultimate? This will also stack with the players current health regen rates. So a level 50 with 300 ultimate will gain 30 health back per second + w/e their in-combat health regen ticks for as well. At 1000 ultimate this would equate to 100 health + their ICHR.

    I definitely think this is a better alternative to devour, since the amount of health you regen from devouring is less than the damage you take while devouring (assuming your in combat still) this is a good change that would boosts werewolves survivability.
    "Only the dead have seen the end of war."
  • NobleX35
    NobleX35
    ✭✭✭✭
    how about we just alter the bloodmoon passive like this...

    Blood Moon – Allows player to turn another player into a Werewolf once every 7 days by returning to the ritual site. Turned players earn the Werewolf skill line. Players infected with Vampirism cannot be turned.

    Recover Health While in werewolf form based current ultimate charge.


    Using the following math to determine the hp per tick..

    Every 1 second...

    Player regains x% of their ultimate. using their level to determine X

    so a level 50 (or any veteran level) player would regain 50% of their current ultimate each tick as HP... meaning if a player has 300 ultimate they would gain 150 per sec.


    This change would make WW more powerful the longer you stay in the form... giving up to 500 HP a second healing in combat if they manage to stay in the form long enough to get 1000 ultimate..

    additonal stuff if that is too much is making the heal per second capped at 15-20% of the players max health.

    Thats definitely an interesting idea, though for balancing purposes I think some of the numbers might need to be changed. 150 hp a second is pretty high, maybe something more along the lines of 10% of current ultimate? This will also stack with the players current health regen rates. So a level 50 with 300 ultimate will gain 30 health back per second + w/e their in-combat health regen ticks for as well. At 1000 ultimate this would equate to 100 health + their ICHR.

    I definitely think this is a better alternative to devour, since the amount of health you regen from devouring is less than the damage you take while devouring (assuming your in combat still) this is a good change that would boosts werewolves survivability.
    "Only the dead have seen the end of war."
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