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
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 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.
Thevampirenight wrote: »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
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.
GothicPython wrote: »1. Pounce - Player leaps to target, dealing 247 Physical Damage and stunning off-balance targetsBrutal Pounce - Player leaps to target, dealing 247 Physical Damage to all targets in the area and stunning off-balance targetsFeral 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 enemiesFerocious 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 secondsRabid 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 targetSavage 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 secondsCall 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 damageBlinding 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 secondsCall 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 playerRank 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 damageRank 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.
PursuitRank 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)
GothicPython wrote: »
more poison damage against a Werewolf doesn't really make any sense to be honest.
GothicPython wrote: »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 targetsBrutal Pounce - Player leaps to target, dealing 247 Physical Damage to all targets in the area and stunning off-balance targetsFeral 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 enemiesFerocious 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 secondsRabid 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 targetSavage 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 secondsCall 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 damageBlinding 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 secondsCall 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 playerRank 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 damageRank 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.
PursuitRank 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.
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 KnightSorcerer:
- Spiked Armor
- Reflective Scale
- Molten Weapons
- Obsidiun Shield
Nightblade
- Bound Armor
- Conjured Ward
- Lightning Form
- Surge
Templar
- Blur
- Haste
- Shadow Cloak
- Siphoning Strikes
- 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 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 KnightSorcerer:
- Spiked Armor
- Reflective Scale
- Molten Weapons
- Obsidiun Shield
Nightblade
- Bound Armor
- Conjured Ward
- Lightning Form
- Surge
Templar
- Blur
- Haste
- Shadow Cloak
- Siphoning Strikes
- 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.
Hypertionb14_ESO wrote: »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.
Hypertionb14_ESO wrote: »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.