Eternalflame wrote: »Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
What are the technical limitations preventing you from making the ultimate a toggle rather than a duration?
I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
But, Magelight, Siphoning Weapons and Overload are a few toggles ingame.Cyrdemaceb17_ESO wrote: »I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
These toggles don't switch your entire hotbar. So they are not equal.jimbo96preub18_ESO wrote: »
I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
What? The sorcerer Overload ultimate is a toggle on and off ability to name one.
Cyrdemaceb17_ESO wrote: »These toggles don't switch your entire hotbar. So they are not equal.jimbo96preub18_ESO wrote: »
I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
What? The sorcerer Overload ultimate is a toggle on and off ability to name one.
Thejollygreenone wrote: »Cyrdemaceb17_ESO wrote: »These toggles don't switch your entire hotbar. So they are not equal.jimbo96preub18_ESO wrote: »
I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
What? The sorcerer Overload ultimate is a toggle on and off ability to name one.
But.... Overload does switch your entire hotbar....
Funny exploit I found while going through Hircines ritual. If you toggle overload before Hircine transforms you then you will still have your normal hotbar skills while in werewolf form, much help while completing this quest at a low lvl.Thejollygreenone wrote: »Cyrdemaceb17_ESO wrote: »These toggles don't switch your entire hotbar. So they are not equal.jimbo96preub18_ESO wrote: »
I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
What? The sorcerer Overload ultimate is a toggle on and off ability to name one.
But.... Overload does switch your entire hotbar....
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
If it activates below 45% health then it would need a crazy cooldown that would get really annoying quicklyI would like to see it act like a transform when you hit 45% health. It could be activated with x like a synergy and gives you the ability bar that way. when transforming you would gain 30% health and an flat increase to dmg mitigation. You would have full access to your wolf abilities and an ultimate that can either summon wolves to help and or increase the duration of transformation. I would also like to see all the buffs act like emp buffs, for example, they would give a bonus while in human form but amplified tremendously while in wolf form. That's my 2 cents and I am sure it leaves plenty to build on. any other ideas what yall think?
apagano425 wrote: »If it activates below 45% health then it would need a crazy cooldown that would get really annoying quicklyI would like to see it act like a transform when you hit 45% health. It could be activated with x like a synergy and gives you the ability bar that way. when transforming you would gain 30% health and an flat increase to dmg mitigation. You would have full access to your wolf abilities and an ultimate that can either summon wolves to help and or increase the duration of transformation. I would also like to see all the buffs act like emp buffs, for example, they would give a bonus while in human form but amplified tremendously while in wolf form. That's my 2 cents and I am sure it leaves plenty to build on. any other ideas what yall think?
Cyrdemaceb17_ESO wrote: »I guess its the implementation of a toggle itself thats the problem. There are none ingame yet.
Anyway....what I still miss, is more time being a werewolf in the first place.
The solution proposed from Zenimax is not bad. You can earn more time in WW by simply gather Ultimate. And this is possible!
I know, on the other hand: No benefit for RP.
http://tamrielfoundry.com/2014/10/eso-guild-summit-day2/
Let`s talk about Guild summit. I am a bit disappointed nobody mentioned the WW.
But with the changing of the system (Aka: no softcaps, 20k life @lvl 50 etc) the potential of WW changes!
/discuss
/what do we need, to be useful then?
Until WW brings passive to non-transformed (ie. still able to use regular skill) form, no buff can push this anywhere close to vampire.
draeganb16_ESO wrote: »Until WW brings passive to non-transformed (ie. still able to use regular skill) form, no buff can push this anywhere close to vampire.
And who told that all werewolves want to be like those ugly pale faces ? When in "human" form, we are almost like...human but when we are in werewolf form, we are(should be) much stronger. I agree that at the moment, were are not...
Werewolf are NOT like vampire, it's not like twilight, we have a form that we can have temporally and not as will. It is the nature of the werewolf to be like this, the thrill of the hunt only touch the one who deserved it !
By making the "human" form buffed like you want, the game should be renamed : The Elder Curses : Online. Nobody would be human anymore.
It is honorable to fight for the effectiveness of the werewolf but think about the overall balance of the game. (Dev's are working slowly on that but working)
apagano425 wrote: »They should simply and only fix werewolf for so that it is undoubtedly the most powerful ultimate by far, the leep is a complete joke because of the damage it does and the immense cost, who in the world decided that this was plenty of damage that well represented the fearsome werewolf beast. Seriously who was working that day? ZOS i headed in the right direction with fixing werewolves by making them stronger in form, but I want them to stay away from making werewolves the same as vamps (except with stamina), by making out-of-form passives. Also, I don't believe that vamps are superior the way I see it a vamp is simply another class you have to prepare for. Yes imagine that you are playing an MMO with more then 4 classes, instead you are playing an MMO with 4 x 2 classes because any one of them could be a vamp and then again 8 + 8 because any of the four base classes could also be a werewolf. There are 16 classes that you have to prepare for, and if you know basically what a vamp build looks like then you can counter it and make them look squishy as ***.
WraithAzraiel wrote: »Another idea - turn the Transform Ultimate into an actual useable ultimate while in werewolf form.
- like a health draining bite called Feral Bite
- or a heavy frontal cone cleave swipe attack that knock's the enemy down and disorients called Maul or something
- have it cost a chunk of the timer or if you end up going the path of the Overload skill, a chunk of Ultimate.
Sound good?